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+9
@@ -0,0 +1,9 @@
|
|||||||
|
# 环境变量示例(复制为 .env 并填入真实值;.env 已被 .gitignore 忽略,请勿提交)
|
||||||
|
|
||||||
|
# Gitea API 令牌
|
||||||
|
GITEA_TOKEN=<your-gitea-token>
|
||||||
|
GITEA_API_BASE=https://git.bgjq.top
|
||||||
|
GITEA_REPO=Lyizai/AutoStore
|
||||||
|
|
||||||
|
# SimpCore 开放 API 密钥(https://open.bgjq.top 申请)
|
||||||
|
SIMP_API_KEY=<your-simp-api-key>
|
||||||
+22
@@ -0,0 +1,22 @@
|
|||||||
|
# Gradle
|
||||||
|
.gradle/
|
||||||
|
build/
|
||||||
|
|
||||||
|
# Secrets
|
||||||
|
.env
|
||||||
|
|
||||||
|
# IDE
|
||||||
|
.idea/
|
||||||
|
*.iml
|
||||||
|
.vscode/
|
||||||
|
.settings/
|
||||||
|
.classpath
|
||||||
|
.project
|
||||||
|
bin/
|
||||||
|
|
||||||
|
# OS
|
||||||
|
Thumbs.db
|
||||||
|
.DS_Store
|
||||||
|
|
||||||
|
# Build temp
|
||||||
|
.buildtmp/
|
||||||
@@ -6,15 +6,30 @@
|
|||||||
|
|
||||||
- 从远程 `markers.json` 拉取各国领土边界
|
- 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
|
- 四种扩地策略:方形外扩、区域扩地、玩家周围、绕国一圈
|
||||||
- 自动寻路(Baritone)前往目标区块
|
- 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;监听 Baritone 路径事件,目标不可达(CALC_FAILED,如被悬崖/高山/水体隔断)时重试、耗尽后先"往边上走两步"再试,仍失败才切换目标;寻路超时则重新寻路(不立即回城)
|
||||||
|
- 高度偏好寻路:寻路优先往高处走(y 越大优先级越高,y 越小有惩罚),适合山区/高原目标;可通过配置关闭或调整权重
|
||||||
|
- 连续寻路超时回城:连续寻路超时累计超过 1 分钟(可配置)时,先反复尝试"往边上走两步"脱困(默认最多 3 轮),仍无法脱困才自动发送 `/u return`,约 10 秒后传送到可寻路位置,随后重新规划并从最高优先级区块重新开始扩地
|
||||||
|
- 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
|
||||||
|
- 现实时间限制:仅 11:00-22:00(本地现实时间)允许开拓,其余时段启动会被拒绝、运行中到点自动停止
|
||||||
- 自动进食(饥饿时自动吃背包食物)
|
- 自动进食(饥饿时自动吃背包食物)
|
||||||
|
- 自动攻击敌对生物:扩地途中自动面向并攻击索敌范围内的敌对生物(满蓄力出手、不追击、不打断寻路);严格豁免不会主动攻击玩家的中立生物——铁傀儡、僵尸猪灵永不攻击,末影人(仅被激怒)、蜘蛛(仅黑暗中)、猪灵(仅玩家未穿金甲)按原版敌对条件反击,狼、蜜蜂、羊驼等其它中立生物一律不打
|
||||||
|
- 耐久保护回城:每 2 秒检查主手/副手/四件盔甲耐久,任意一件剩余耐久低于阈值(默认 15%,可在 GUI 调整)时自动发送 `/u return` 回城并停止扩地,防止装备被怪物磨没
|
||||||
|
- 自动用船过水:扩地途中若路径前方出现开阔水域(默认宽度 ≥ 4 格、长度 ≥ 6 格),自动切到主手放船并登船;前方出现岸边时自动蹲伏下船并攻击船实体回收船(仅背包有任意 `*_boat`/`*_chest_boat` 时生效;不打断 Baritone 寻路)
|
||||||
- 实时地图 GUI(通过 Ctrl+R 打开)
|
- 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
|
- 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
|
||||||
|
- 刷新请求带缓存击穿(时间戳参数 + no-cache 头),修复约半数刷新命中网络缓存拿到旧数据、导致目标被误标"已占领"且长时间不修正的问题;占领成功后立即触发刷新确认,假占领确认宽限期缩短至 60 秒
|
||||||
|
- 飞地(疏漏区块)检测:按 dynmap 奇偶填充规则解析领土多边形,正确识别国中由边界围出的内圈空腔;内置地图用红色标出己方飞地,自动扩地时优先填补这些缺口
|
||||||
|
- 区域扩地严格 S 形(蛇形)扫描:起始边为矩形四条边中离王城最近的一条,由内而外推进;即使待开垦区块构成不规则多边形也按 S 形一路扫过去
|
||||||
|
- 性能优化:地图渲染按视口快速过滤(不再每帧全量遍历 8 万区块)、飞地检测移至后台线程预计算、接壤校验零集合复制、响应内容未变化时跳过重复解析、ChunkPos 跨模型驻留复用——修复打开 GUI 与刷新地图时游戏卡顿、内存占用偏高的问题
|
||||||
|
- 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
|
## 安装
|
||||||
|
|
||||||
1. 安装 Fabric Loader 0.16.14+ 和 Fabric API
|
1. 安装 Fabric Loader 0.16.14+ 和 Fabric API
|
||||||
2. 将 `autostore-1.0-SNAPSHOT.jar` 放入 `.minecraft/mods/` 目录
|
2. 将 `autostore-1.3.0.jar` 放入 `.minecraft/mods/` 目录
|
||||||
3. 启动游戏,按 `Ctrl+R` 打开 GUI
|
3. 启动游戏,按 `Ctrl+R` 打开 GUI
|
||||||
|
|
||||||
## 构建
|
## 构建
|
||||||
@@ -24,4 +39,12 @@
|
|||||||
./build_mod.sh
|
./build_mod.sh
|
||||||
```
|
```
|
||||||
|
|
||||||
输出文件:`autostore-1.0-SNAPSHOT.jar`
|
输出文件:`autostore-1.3.0.jar`
|
||||||
|
|
||||||
|
## 赞助支持
|
||||||
|
|
||||||
|
如果你觉得这个模组对你有帮助,欢迎赞助支持一下创作者 ❤️
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
你的支持是持续开发的动力!
|
||||||
|
|||||||
+126
@@ -0,0 +1,126 @@
|
|||||||
|
import json, math, urllib.request, sys
|
||||||
|
sys.dont_write_bytecode = True
|
||||||
|
|
||||||
|
URL = "http://bgjq.simpfun.cn/tiles/minecraft_overworld/markers.json"
|
||||||
|
data = urllib.request.urlopen(
|
||||||
|
urllib.request.Request(URL, headers={"User-Agent": "Mozilla/5.0 autostore/1.0"}),
|
||||||
|
timeout=20).read()
|
||||||
|
root = json.loads(data.decode("utf-8"))
|
||||||
|
|
||||||
|
CLAIM_PATTERN_prefix = "疆土归属:"
|
||||||
|
|
||||||
|
def extract_polygons(points):
|
||||||
|
result = []
|
||||||
|
if points is None or not isinstance(points, list):
|
||||||
|
return result
|
||||||
|
if len(points) == 0:
|
||||||
|
return result
|
||||||
|
if isinstance(points[0], dict) and "x" in points[0] and "z" in points[0]:
|
||||||
|
poly = [(p["x"], p["z"]) for p in points]
|
||||||
|
if len(poly) >= 3:
|
||||||
|
result.append(poly)
|
||||||
|
else:
|
||||||
|
for el in points:
|
||||||
|
result.extend(extract_polygons(el))
|
||||||
|
return result
|
||||||
|
|
||||||
|
def point_in_polygon(x, z, poly):
|
||||||
|
inside = False
|
||||||
|
j = len(poly) - 1
|
||||||
|
for i in range(len(poly)):
|
||||||
|
xi, zi = poly[i]
|
||||||
|
xj, zj = poly[j]
|
||||||
|
if (zi > z) != (zj > z) and x < (xj - xi) * (z - zi) / (zj - zi) + xi:
|
||||||
|
inside = not inside
|
||||||
|
j = i
|
||||||
|
return inside
|
||||||
|
|
||||||
|
def fill_polygon(out, poly):
|
||||||
|
minx = min(math.floor(p[0]/16) for p in poly)
|
||||||
|
maxx = max(math.floor(p[0]/16) for p in poly)
|
||||||
|
minz = min(math.floor(p[1]/16) for p in poly)
|
||||||
|
maxz = max(math.floor(p[1]/16) for p in poly)
|
||||||
|
area = (maxx - minx + 1) * (maxz - minz + 1)
|
||||||
|
if area > 6_000_000:
|
||||||
|
return
|
||||||
|
for cx in range(minx, maxx+1):
|
||||||
|
for cz in range(minz, maxz+1):
|
||||||
|
if point_in_polygon(cx*16+8, cz*16+8, poly):
|
||||||
|
out.add((cx, cz))
|
||||||
|
|
||||||
|
# Polygon count per marker
|
||||||
|
poly_counts = {}
|
||||||
|
for layer in root:
|
||||||
|
if layer.get("id") != "union_claims":
|
||||||
|
continue
|
||||||
|
for marker in layer.get("markers", []):
|
||||||
|
popup = marker.get("popup", "")
|
||||||
|
idx = popup.find(CLAIM_PATTERN_prefix)
|
||||||
|
if idx < 0:
|
||||||
|
continue
|
||||||
|
rest = popup[idx+len(CLAIM_PATTERN_prefix):].lstrip()
|
||||||
|
name = ""
|
||||||
|
for ch in rest:
|
||||||
|
if ch in "<\r\n":
|
||||||
|
break
|
||||||
|
name += ch
|
||||||
|
name = name.strip()
|
||||||
|
if not name:
|
||||||
|
continue
|
||||||
|
polys = extract_polygons(marker.get("points"))
|
||||||
|
poly_counts.setdefault(name, 0)
|
||||||
|
poly_counts[name] += len(polys)
|
||||||
|
|
||||||
|
print("=== markers with multiple polygons (potential holes as inner rings) ===")
|
||||||
|
for name, cnt in poly_counts.items():
|
||||||
|
if cnt > 1:
|
||||||
|
print(f" {name}: {cnt} polygons")
|
||||||
|
|
||||||
|
# Also report how many total markers
|
||||||
|
print(f"\nTotal markers: {sum(poly_counts.values())}, distinct countries: {len(poly_counts)}")
|
||||||
|
|
||||||
|
claims = {}
|
||||||
|
for layer in root:
|
||||||
|
if layer.get("id") != "union_claims":
|
||||||
|
continue
|
||||||
|
for marker in layer.get("markers", []):
|
||||||
|
popup = marker.get("popup", "")
|
||||||
|
idx = popup.find(CLAIM_PATTERN_prefix)
|
||||||
|
if idx < 0:
|
||||||
|
continue
|
||||||
|
rest = popup[idx+len(CLAIM_PATTERN_prefix):].lstrip()
|
||||||
|
name = ""
|
||||||
|
for ch in rest:
|
||||||
|
if ch in "<\r\n":
|
||||||
|
break
|
||||||
|
name += ch
|
||||||
|
name = name.strip()
|
||||||
|
if not name:
|
||||||
|
continue
|
||||||
|
s = claims.setdefault(name, set())
|
||||||
|
for poly in extract_polygons(marker.get("points")):
|
||||||
|
fill_polygon(s, poly)
|
||||||
|
|
||||||
|
print(f"Total countries parsed: {len(claims)}")
|
||||||
|
print(f"Total claimed chunks: {sum(len(v) for v in claims.values())}")
|
||||||
|
|
||||||
|
print("\n=== Flying chunks (holes) per country ===")
|
||||||
|
total_holes = 0
|
||||||
|
for name, chunks in claims.items():
|
||||||
|
if not chunks:
|
||||||
|
continue
|
||||||
|
xs = [c[0] for c in chunks]
|
||||||
|
zs = [c[1] for c in chunks]
|
||||||
|
minx, maxx = min(xs), max(xs)
|
||||||
|
minz, maxz = min(zs), max(zs)
|
||||||
|
holes = []
|
||||||
|
for cx in range(minx, maxx+1):
|
||||||
|
for cz in range(minz, maxz+1):
|
||||||
|
if (cx, cz) in chunks:
|
||||||
|
continue
|
||||||
|
if all(((cx+dx, cz+dz) in chunks) for dx, dz in [(1,0),(-1,0),(0,1),(0,-1)]):
|
||||||
|
holes.append((cx, cz))
|
||||||
|
if holes:
|
||||||
|
total_holes += len(holes)
|
||||||
|
print(f" {name}: {len(holes)} holes, e.g. {holes[:8]}")
|
||||||
|
print(f"\n=== TOTAL flying chunks: {total_holes} ===")
|
||||||
+57
@@ -0,0 +1,57 @@
|
|||||||
|
plugins {
|
||||||
|
id 'fabric-loom' version '1.17.19'
|
||||||
|
id 'maven-publish'
|
||||||
|
}
|
||||||
|
|
||||||
|
version = project.mod_version
|
||||||
|
group = project.maven_group
|
||||||
|
|
||||||
|
base {
|
||||||
|
archivesName = project.archives_base_name
|
||||||
|
}
|
||||||
|
|
||||||
|
// 用于把 Baritone 原样打包进模组 jar 的资源(不放默认依赖里,避免 Gradle 误解析)
|
||||||
|
configurations {
|
||||||
|
nestedJar
|
||||||
|
}
|
||||||
|
|
||||||
|
dependencies {
|
||||||
|
// Minecraft
|
||||||
|
minecraft "com.mojang:minecraft:${project.minecraft_version}"
|
||||||
|
mappings "net.fabricmc:yarn:${project.yarn_mappings}:v2"
|
||||||
|
modImplementation "net.fabricmc:fabric-loader:${project.loader_version}"
|
||||||
|
|
||||||
|
// Fabric API
|
||||||
|
modImplementation "net.fabricmc.fabric-api:fabric-api:${project.fabric_version}"
|
||||||
|
|
||||||
|
// Baritone API (local jar, compile only)
|
||||||
|
modImplementation files("libs/baritone-api-fabric-1.13.1.jar")
|
||||||
|
|
||||||
|
// 标记需要嵌套打包的 jar
|
||||||
|
nestedJar files("libs/baritone-api-fabric-1.13.1.jar")
|
||||||
|
}
|
||||||
|
|
||||||
|
processResources {
|
||||||
|
inputs.property "version", project.version
|
||||||
|
filteringCharset "UTF-8"
|
||||||
|
|
||||||
|
filesMatching("fabric.mod.json") {
|
||||||
|
expand "version": project.version
|
||||||
|
}
|
||||||
|
|
||||||
|
// 将 Baritone 嵌套打包进 META-INF/jars,匹配 fabric.mod.json 的 jars 声明,
|
||||||
|
// 使玩家无需单独安装 baritone 依赖即可运行
|
||||||
|
from(configurations.nestedJar) {
|
||||||
|
into "META-INF/jars"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
tasks.withType(JavaCompile).configureEach {
|
||||||
|
it.options.release = 21
|
||||||
|
}
|
||||||
|
|
||||||
|
java {
|
||||||
|
toolchain {
|
||||||
|
languageVersion = JavaLanguageVersion.of(21)
|
||||||
|
}
|
||||||
|
}
|
||||||
二进制
二进制文件未显示。
|
之后 宽度: | 高度: | 大小: 88 KiB |
二进制文件未显示。
|
之后 宽度: | 高度: | 大小: 11 KiB |
@@ -0,0 +1,15 @@
|
|||||||
|
org.gradle.jvmargs=-Xmx2G
|
||||||
|
org.gradle.parallel=true
|
||||||
|
|
||||||
|
# Fabric Properties
|
||||||
|
minecraft_version=1.21.4
|
||||||
|
yarn_mappings=1.21.4+build.8
|
||||||
|
loader_version=0.19.3
|
||||||
|
|
||||||
|
# Mod Properties
|
||||||
|
mod_version=1.3.0
|
||||||
|
maven_group=autostore
|
||||||
|
archives_base_name=autostore
|
||||||
|
|
||||||
|
# Fabric API
|
||||||
|
fabric_version=0.119.4+1.21.4
|
||||||
二进制
二进制文件未显示。
@@ -0,0 +1,9 @@
|
|||||||
|
distributionBase=GRADLE_USER_HOME
|
||||||
|
distributionPath=wrapper/dists
|
||||||
|
distributionUrl=https\://mirrors.cloud.tencent.com/gradle/gradle-9.7.0-bin.zip
|
||||||
|
networkTimeout=10000
|
||||||
|
retries=0
|
||||||
|
retryBackOffMs=500
|
||||||
|
validateDistributionUrl=true
|
||||||
|
zipStoreBase=GRADLE_USER_HOME
|
||||||
|
zipStorePath=wrapper/dists
|
||||||
@@ -0,0 +1,248 @@
|
|||||||
|
#!/bin/sh
|
||||||
|
|
||||||
|
#
|
||||||
|
# Copyright © 2015 the original authors.
|
||||||
|
#
|
||||||
|
# Licensed under the Apache License, Version 2.0 (the "License");
|
||||||
|
# you may not use this file except in compliance with the License.
|
||||||
|
# You may obtain a copy of the License at
|
||||||
|
#
|
||||||
|
# https://www.apache.org/licenses/LICENSE-2.0
|
||||||
|
#
|
||||||
|
# Unless required by applicable law or agreed to in writing, software
|
||||||
|
# distributed under the License is distributed on an "AS IS" BASIS,
|
||||||
|
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||||
|
# See the License for the specific language governing permissions and
|
||||||
|
# limitations under the License.
|
||||||
|
#
|
||||||
|
# SPDX-License-Identifier: Apache-2.0
|
||||||
|
#
|
||||||
|
|
||||||
|
##############################################################################
|
||||||
|
#
|
||||||
|
# gradlew start up script for POSIX generated by Gradle.
|
||||||
|
#
|
||||||
|
# Important for running:
|
||||||
|
#
|
||||||
|
# (1) You need a POSIX-compliant shell to run this script. If your /bin/sh is
|
||||||
|
# noncompliant, but you have some other compliant shell such as ksh or
|
||||||
|
# bash, then to run this script, type that shell name before the whole
|
||||||
|
# command line, like:
|
||||||
|
#
|
||||||
|
# ksh gradlew
|
||||||
|
#
|
||||||
|
# Busybox and similar reduced shells will NOT work, because this script
|
||||||
|
# requires all of these POSIX shell features:
|
||||||
|
# * functions;
|
||||||
|
# * expansions «$var», «${var}», «${var:-default}», «${var+SET}»,
|
||||||
|
# «${var#prefix}», «${var%suffix}», and «$( cmd )»;
|
||||||
|
# * compound commands having a testable exit status, especially «case»;
|
||||||
|
# * various built-in commands including «command», «set», and «ulimit».
|
||||||
|
#
|
||||||
|
# Important for patching:
|
||||||
|
#
|
||||||
|
# (2) This script targets any POSIX shell, so it avoids extensions provided
|
||||||
|
# by Bash, Ksh, etc; in particular arrays are avoided.
|
||||||
|
#
|
||||||
|
# The "traditional" practice of packing multiple parameters into a
|
||||||
|
# space-separated string is a well documented source of bugs and security
|
||||||
|
# problems, so this is (mostly) avoided, by progressively accumulating
|
||||||
|
# options in "$@", and eventually passing that to Java.
|
||||||
|
#
|
||||||
|
# Where the inherited environment variables (DEFAULT_JVM_OPTS, JAVA_OPTS,
|
||||||
|
# and GRADLE_OPTS) rely on word-splitting, this is performed explicitly;
|
||||||
|
# see the in-line comments for details.
|
||||||
|
#
|
||||||
|
# There are tweaks for specific operating systems such as AIX, CygWin,
|
||||||
|
# Darwin, MinGW, and NonStop.
|
||||||
|
#
|
||||||
|
# (3) This script is generated from the Groovy template
|
||||||
|
# https://github.com/gradle/gradle/blob/3d91ce3b8caaf77ad09f381f43615b715b53f72c/platforms/jvm/plugins-application/src/main/resources/org/gradle/api/internal/plugins/unixStartScript.txt
|
||||||
|
# within the Gradle project.
|
||||||
|
#
|
||||||
|
# You can find Gradle at https://github.com/gradle/gradle/.
|
||||||
|
#
|
||||||
|
##############################################################################
|
||||||
|
|
||||||
|
# Attempt to set APP_HOME
|
||||||
|
|
||||||
|
# Resolve links: $0 may be a link
|
||||||
|
app_path=$0
|
||||||
|
|
||||||
|
# Need this for daisy-chained symlinks.
|
||||||
|
while
|
||||||
|
APP_HOME=${app_path%"${app_path##*/}"} # leaves a trailing /; empty if no leading path
|
||||||
|
[ -h "$app_path" ]
|
||||||
|
do
|
||||||
|
ls=$( ls -ld "$app_path" )
|
||||||
|
link=${ls#*' -> '}
|
||||||
|
case $link in #(
|
||||||
|
/*) app_path=$link ;; #(
|
||||||
|
*) app_path=$APP_HOME$link ;;
|
||||||
|
esac
|
||||||
|
done
|
||||||
|
|
||||||
|
# This is normally unused
|
||||||
|
# shellcheck disable=SC2034
|
||||||
|
APP_BASE_NAME=${0##*/}
|
||||||
|
# Discard cd standard output in case $CDPATH is set (https://github.com/gradle/gradle/issues/25036)
|
||||||
|
APP_HOME=$( cd -P "${APP_HOME:-./}" > /dev/null && printf '%s\n' "$PWD" ) || exit
|
||||||
|
|
||||||
|
# Use the maximum available, or set MAX_FD != -1 to use that value.
|
||||||
|
MAX_FD=maximum
|
||||||
|
|
||||||
|
warn () {
|
||||||
|
echo "$*"
|
||||||
|
} >&2
|
||||||
|
|
||||||
|
die () {
|
||||||
|
echo
|
||||||
|
echo "$*"
|
||||||
|
echo
|
||||||
|
exit 1
|
||||||
|
} >&2
|
||||||
|
|
||||||
|
# OS specific support (must be 'true' or 'false').
|
||||||
|
cygwin=false
|
||||||
|
msys=false
|
||||||
|
darwin=false
|
||||||
|
nonstop=false
|
||||||
|
case "$( uname )" in #(
|
||||||
|
CYGWIN* ) cygwin=true ;; #(
|
||||||
|
Darwin* ) darwin=true ;; #(
|
||||||
|
MSYS* | MINGW* ) msys=true ;; #(
|
||||||
|
NONSTOP* ) nonstop=true ;;
|
||||||
|
esac
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
# Determine the Java command to use to start the JVM.
|
||||||
|
if [ -n "$JAVA_HOME" ] ; then
|
||||||
|
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
|
||||||
|
# IBM's JDK on AIX uses strange locations for the executables
|
||||||
|
JAVACMD=$JAVA_HOME/jre/sh/java
|
||||||
|
else
|
||||||
|
JAVACMD=$JAVA_HOME/bin/java
|
||||||
|
fi
|
||||||
|
if [ ! -x "$JAVACMD" ] ; then
|
||||||
|
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
|
||||||
|
|
||||||
|
Please set the JAVA_HOME variable in your environment to match the
|
||||||
|
location of your Java installation."
|
||||||
|
fi
|
||||||
|
else
|
||||||
|
JAVACMD=java
|
||||||
|
if ! command -v java >/dev/null 2>&1
|
||||||
|
then
|
||||||
|
die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
|
||||||
|
|
||||||
|
Please set the JAVA_HOME variable in your environment to match the
|
||||||
|
location of your Java installation."
|
||||||
|
fi
|
||||||
|
fi
|
||||||
|
|
||||||
|
# Increase the maximum file descriptors if we can.
|
||||||
|
if ! "$cygwin" && ! "$darwin" && ! "$nonstop" ; then
|
||||||
|
case $MAX_FD in #(
|
||||||
|
max*)
|
||||||
|
# In POSIX sh, ulimit -H is undefined. That's why the result is checked to see if it worked.
|
||||||
|
# shellcheck disable=SC2039,SC3045
|
||||||
|
MAX_FD=$( ulimit -H -n ) ||
|
||||||
|
warn "Could not query maximum file descriptor limit"
|
||||||
|
esac
|
||||||
|
case $MAX_FD in #(
|
||||||
|
'' | soft) :;; #(
|
||||||
|
*)
|
||||||
|
# In POSIX sh, ulimit -n is undefined. That's why the result is checked to see if it worked.
|
||||||
|
# shellcheck disable=SC2039,SC3045
|
||||||
|
ulimit -n "$MAX_FD" ||
|
||||||
|
warn "Could not set maximum file descriptor limit to $MAX_FD"
|
||||||
|
esac
|
||||||
|
fi
|
||||||
|
|
||||||
|
# Collect all arguments for the java command, stacking in reverse order:
|
||||||
|
# * args from the command line
|
||||||
|
# * the main class name
|
||||||
|
# * -classpath
|
||||||
|
# * -D...appname settings
|
||||||
|
# * --module-path (only if needed)
|
||||||
|
# * DEFAULT_JVM_OPTS, JAVA_OPTS, and GRADLE_OPTS environment variables.
|
||||||
|
|
||||||
|
# For Cygwin or MSYS, switch paths to Windows format before running java
|
||||||
|
if "$cygwin" || "$msys" ; then
|
||||||
|
APP_HOME=$( cygpath --path --mixed "$APP_HOME" )
|
||||||
|
|
||||||
|
JAVACMD=$( cygpath --unix "$JAVACMD" )
|
||||||
|
|
||||||
|
# Now convert the arguments - kludge to limit ourselves to /bin/sh
|
||||||
|
for arg do
|
||||||
|
if
|
||||||
|
case $arg in #(
|
||||||
|
-*) false ;; # don't mess with options #(
|
||||||
|
/?*) t=${arg#/} t=/${t%%/*} # looks like a POSIX filepath
|
||||||
|
[ -e "$t" ] ;; #(
|
||||||
|
*) false ;;
|
||||||
|
esac
|
||||||
|
then
|
||||||
|
arg=$( cygpath --path --ignore --mixed "$arg" )
|
||||||
|
fi
|
||||||
|
# Roll the args list around exactly as many times as the number of
|
||||||
|
# args, so each arg winds up back in the position where it started, but
|
||||||
|
# possibly modified.
|
||||||
|
#
|
||||||
|
# NB: a `for` loop captures its iteration list before it begins, so
|
||||||
|
# changing the positional parameters here affects neither the number of
|
||||||
|
# iterations, nor the values presented in `arg`.
|
||||||
|
shift # remove old arg
|
||||||
|
set -- "$@" "$arg" # push replacement arg
|
||||||
|
done
|
||||||
|
fi
|
||||||
|
|
||||||
|
|
||||||
|
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
|
||||||
|
DEFAULT_JVM_OPTS='"-Xmx64m" "-Xms64m"'
|
||||||
|
|
||||||
|
# Collect all arguments for the java command:
|
||||||
|
# * DEFAULT_JVM_OPTS, JAVA_OPTS, and optsEnvironmentVar are not allowed to contain shell fragments,
|
||||||
|
# and any embedded shellness will be escaped.
|
||||||
|
# * For example: A user cannot expect ${Hostname} to be expanded, as it is an environment variable and will be
|
||||||
|
# treated as '${Hostname}' itself on the command line.
|
||||||
|
|
||||||
|
set -- \
|
||||||
|
"-Dorg.gradle.appname=$APP_BASE_NAME" \
|
||||||
|
-jar "$APP_HOME/gradle/wrapper/gradle-wrapper.jar" \
|
||||||
|
"$@"
|
||||||
|
|
||||||
|
# Stop when "xargs" is not available.
|
||||||
|
if ! command -v xargs >/dev/null 2>&1
|
||||||
|
then
|
||||||
|
die "xargs is not available"
|
||||||
|
fi
|
||||||
|
|
||||||
|
# Use "xargs" to parse quoted args.
|
||||||
|
#
|
||||||
|
# With -n1 it outputs one arg per line, with the quotes and backslashes removed.
|
||||||
|
#
|
||||||
|
# In Bash we could simply go:
|
||||||
|
#
|
||||||
|
# readarray ARGS < <( xargs -n1 <<<"$var" ) &&
|
||||||
|
# set -- "${ARGS[@]}" "$@"
|
||||||
|
#
|
||||||
|
# but POSIX shell has neither arrays nor command substitution, so instead we
|
||||||
|
# post-process each arg (as a line of input to sed) to backslash-escape any
|
||||||
|
# character that might be a shell metacharacter, then use eval to reverse
|
||||||
|
# that process (while maintaining the separation between arguments), and wrap
|
||||||
|
# the whole thing up as a single "set" statement.
|
||||||
|
#
|
||||||
|
# This will of course break if any of these variables contains a newline or
|
||||||
|
# an unmatched quote.
|
||||||
|
#
|
||||||
|
|
||||||
|
eval "set -- $(
|
||||||
|
printf '%s\n' "$DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS" |
|
||||||
|
xargs -n1 |
|
||||||
|
sed ' s~[^-[:alnum:]+,./:=@_]~\\&~g; ' |
|
||||||
|
tr '\n' ' '
|
||||||
|
)" '"$@"'
|
||||||
|
|
||||||
|
exec "$JAVACMD" "$@"
|
||||||
第三方依赖
+82
@@ -0,0 +1,82 @@
|
|||||||
|
@rem
|
||||||
|
@rem Copyright 2015 the original author or authors.
|
||||||
|
@rem
|
||||||
|
@rem Licensed under the Apache License, Version 2.0 (the "License");
|
||||||
|
@rem you may not use this file except in compliance with the License.
|
||||||
|
@rem You may obtain a copy of the License at
|
||||||
|
@rem
|
||||||
|
@rem https://www.apache.org/licenses/LICENSE-2.0
|
||||||
|
@rem
|
||||||
|
@rem Unless required by applicable law or agreed to in writing, software
|
||||||
|
@rem distributed under the License is distributed on an "AS IS" BASIS,
|
||||||
|
@rem WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||||
|
@rem See the License for the specific language governing permissions and
|
||||||
|
@rem limitations under the License.
|
||||||
|
@rem
|
||||||
|
@rem SPDX-License-Identifier: Apache-2.0
|
||||||
|
@rem
|
||||||
|
|
||||||
|
@if "%DEBUG%"=="" @echo off
|
||||||
|
@rem ##########################################################################
|
||||||
|
@rem
|
||||||
|
@rem gradlew startup script for Windows
|
||||||
|
@rem
|
||||||
|
@rem ##########################################################################
|
||||||
|
|
||||||
|
@rem Set local scope for the variables, and ensure extensions are enabled
|
||||||
|
setlocal EnableExtensions
|
||||||
|
|
||||||
|
set DIRNAME=%~dp0
|
||||||
|
if "%DIRNAME%"=="" set DIRNAME=.
|
||||||
|
@rem This is normally unused
|
||||||
|
set APP_BASE_NAME=%~n0
|
||||||
|
set APP_HOME=%DIRNAME%
|
||||||
|
|
||||||
|
@rem Resolve any "." and ".." in APP_HOME to make it shorter.
|
||||||
|
for %%i in ("%APP_HOME%") do set APP_HOME=%%~fi
|
||||||
|
|
||||||
|
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
|
||||||
|
set DEFAULT_JVM_OPTS="-Xmx64m" "-Xms64m"
|
||||||
|
|
||||||
|
@rem Find java.exe
|
||||||
|
if defined JAVA_HOME goto findJavaFromJavaHome
|
||||||
|
|
||||||
|
set JAVA_EXE=java.exe
|
||||||
|
%JAVA_EXE% -version >NUL 2>&1
|
||||||
|
if %ERRORLEVEL% equ 0 goto execute
|
||||||
|
|
||||||
|
echo. 1>&2
|
||||||
|
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH. 1>&2
|
||||||
|
echo. 1>&2
|
||||||
|
echo Please set the JAVA_HOME variable in your environment to match the 1>&2
|
||||||
|
echo location of your Java installation. 1>&2
|
||||||
|
|
||||||
|
"%COMSPEC%" /c exit 1
|
||||||
|
|
||||||
|
:findJavaFromJavaHome
|
||||||
|
set JAVA_HOME=%JAVA_HOME:"=%
|
||||||
|
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
|
||||||
|
|
||||||
|
if exist "%JAVA_EXE%" goto execute
|
||||||
|
|
||||||
|
echo. 1>&2
|
||||||
|
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME% 1>&2
|
||||||
|
echo. 1>&2
|
||||||
|
echo Please set the JAVA_HOME variable in your environment to match the 1>&2
|
||||||
|
echo location of your Java installation. 1>&2
|
||||||
|
|
||||||
|
"%COMSPEC%" /c exit 1
|
||||||
|
|
||||||
|
:execute
|
||||||
|
@rem Setup the command line
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
@rem Execute gradlew
|
||||||
|
@rem endlocal doesn't take effect until after the line is parsed and variables are expanded
|
||||||
|
@rem which allows us to clear the local environment before executing the java command
|
||||||
|
endlocal & "%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -jar "%APP_HOME%\gradle\wrapper\gradle-wrapper.jar" %* & call :exitWithErrorLevel
|
||||||
|
|
||||||
|
:exitWithErrorLevel
|
||||||
|
@rem Use "%COMSPEC%" /c exit to allow operators to work properly in scripts
|
||||||
|
"%COMSPEC%" /c exit %ERRORLEVEL%
|
||||||
二进制文件未显示。
+12
@@ -0,0 +1,12 @@
|
|||||||
|
pluginManagement {
|
||||||
|
repositories {
|
||||||
|
maven {
|
||||||
|
name = 'Fabric'
|
||||||
|
url = 'https://maven.fabricmc.net/'
|
||||||
|
}
|
||||||
|
mavenCentral()
|
||||||
|
gradlePluginPortal()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
rootProject.name = 'autostore'
|
||||||
@@ -68,6 +68,8 @@ implements ClientModInitializer {
|
|||||||
instance = this;
|
instance = this;
|
||||||
this.config = this.configStore.load();
|
this.config = this.configStore.load();
|
||||||
this.dataService.start(Math.max(10L, this.config.refreshIntervalSeconds));
|
this.dataService.start(Math.max(10L, this.config.refreshIntervalSeconds));
|
||||||
|
// 应用 SimpCore 开放 API 配置:启用且配置了 Key 时,自动轮询己方邦国领土数据
|
||||||
|
this.dataService.applyApiConfig(this.config.apiEnabled, this.config.apiKey, this.config.apiRefreshIntervalSeconds);
|
||||||
// 注册一键唤出 GUI 的快捷键(默认 Ctrl+R,可在"控制"设置中重新绑定)
|
// 注册一键唤出 GUI 的快捷键(默认 Ctrl+R,可在"控制"设置中重新绑定)
|
||||||
this.guiKey = KeyBindingHelper.registerKeyBinding(new KeyBinding("key.autostore.open", KEY_R, "category.autostore"));
|
this.guiKey = KeyBindingHelper.registerKeyBinding(new KeyBinding("key.autostore.open", KEY_R, "category.autostore"));
|
||||||
ClientTickEvents.END_CLIENT_TICK.register(client -> {
|
ClientTickEvents.END_CLIENT_TICK.register(client -> {
|
||||||
@@ -121,9 +123,10 @@ implements ClientModInitializer {
|
|||||||
return this.config;
|
return this.config;
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 保存当前配置到磁盘 */
|
/** 保存当前配置到磁盘,并同步应用 API 配置(Key/开关变更立即生效) */
|
||||||
public void saveConfig() {
|
public void saveConfig() {
|
||||||
this.configStore.save(this.config);
|
this.configStore.save(this.config);
|
||||||
|
this.dataService.applyApiConfig(this.config.apiEnabled, this.config.apiKey, this.config.apiRefreshIntervalSeconds);
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 返回扩地消息监听器 */
|
/** 返回扩地消息监听器 */
|
||||||
|
|||||||
@@ -0,0 +1,477 @@
|
|||||||
|
package autostore.client.api;
|
||||||
|
|
||||||
|
import autostore.client.territory.ChunkPos;
|
||||||
|
import com.google.gson.JsonArray;
|
||||||
|
import com.google.gson.JsonElement;
|
||||||
|
import com.google.gson.JsonObject;
|
||||||
|
import com.google.gson.JsonParser;
|
||||||
|
import java.net.URI;
|
||||||
|
import java.net.URLEncoder;
|
||||||
|
import java.net.http.HttpClient;
|
||||||
|
import java.net.http.HttpRequest;
|
||||||
|
import java.net.http.HttpResponse;
|
||||||
|
import java.nio.charset.StandardCharsets;
|
||||||
|
import java.time.Duration;
|
||||||
|
import java.util.Collections;
|
||||||
|
import java.util.HashMap;
|
||||||
|
import java.util.LinkedHashMap;
|
||||||
|
import java.util.List;
|
||||||
|
import java.util.Map;
|
||||||
|
import java.util.concurrent.ConcurrentHashMap;
|
||||||
|
import net.fabricmc.api.EnvType;
|
||||||
|
import net.fabricmc.api.Environment;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* SimpCore 开放 API 客户端(文档:https://open.bgjq.top/api-docs.html)。
|
||||||
|
*
|
||||||
|
* <p>邦国崛起服务器的只读查询服务,本模组用它作为占领判定的第四数据源
|
||||||
|
* (游戏字幕、游戏消息、Dynmap JSON 之外的补充),并提供:
|
||||||
|
* <ul>
|
||||||
|
* <li>己方邦国领土区块明细(区块坐标、忠诚度、占领时间)——修正本地领土模型</li>
|
||||||
|
* <li>全服领土区块(手动触发)——交叉修正他人区块归属</li>
|
||||||
|
* <li>玩家所属邦国查询——辅助识别玩家邦国</li>
|
||||||
|
* <li>邦国列表(含王城坐标)——王城数据兜底</li>
|
||||||
|
* </ul>
|
||||||
|
*
|
||||||
|
* <p>鉴权:{@code Authorization: Bearer <KEY>};限流:按 Key × 接口每分钟限流,
|
||||||
|
* 全服数据类接口(territory/buffs/...)限流较严且数据量大(实测全服 territory 单次请求可超 2 分钟),
|
||||||
|
* 因此本客户端<b>只适合低频调用</b>:自动轮询仅用单邦国轻接口,全服接口仅手动触发。
|
||||||
|
* 服务端响应带缓存,数据最多有 1 小时延迟。
|
||||||
|
*/
|
||||||
|
@Environment(EnvType.CLIENT)
|
||||||
|
public final class SimpApiClient {
|
||||||
|
|
||||||
|
/** API 服务基础地址(见文档"基础信息") */
|
||||||
|
private static final String BASE_URL = "https://bgjq.simpfun.cn/api/";
|
||||||
|
|
||||||
|
/** HTTP 客户端:10 秒连接超时,自动跟随重定向 */
|
||||||
|
private final HttpClient httpClient;
|
||||||
|
|
||||||
|
/** API Key(从配置/环境变量读取,运行时可动态设置) */
|
||||||
|
private volatile String apiKey = "";
|
||||||
|
|
||||||
|
/** 内存缓存:接口路径 → 缓存条目;避免高频调用触发限流(服务端按 Key × 接口限流) */
|
||||||
|
private final ConcurrentHashMap<String, CacheEntry> cache = new ConcurrentHashMap<>();
|
||||||
|
|
||||||
|
/** 默认缓存 TTL:5 分钟。服务端数据本身最多延迟 1 小时,更短的 TTL 意义不大 */
|
||||||
|
private static final long DEFAULT_CACHE_TTL_MS = 5 * 60 * 1000L;
|
||||||
|
|
||||||
|
/** 最近一次请求的 HTTP 状态码(0 表示未请求过),用于命令/GUI 展示连通状态 */
|
||||||
|
private volatile int lastHttpStatus;
|
||||||
|
|
||||||
|
/** 最近一次请求失败的错误描述(空串表示无错误) */
|
||||||
|
private volatile String lastError = "";
|
||||||
|
|
||||||
|
public SimpApiClient() {
|
||||||
|
this.httpClient = HttpClient.newBuilder()
|
||||||
|
.connectTimeout(Duration.ofSeconds(10L))
|
||||||
|
.followRedirects(HttpClient.Redirect.NORMAL)
|
||||||
|
.build();
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 设置 API Key(运行时动态更新,立即生效并清空缓存,避免旧 Key 缓存干扰) */
|
||||||
|
public void setApiKey(String key) {
|
||||||
|
String fresh = key == null ? "" : key.trim();
|
||||||
|
if (!fresh.equals(this.apiKey)) {
|
||||||
|
this.cache.clear();
|
||||||
|
}
|
||||||
|
this.apiKey = fresh;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 获取当前 API Key(用于状态展示,打码由调用方处理) */
|
||||||
|
public String getApiKey() {
|
||||||
|
return this.apiKey;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 是否已配置 API Key */
|
||||||
|
public boolean hasApiKey() {
|
||||||
|
return !this.apiKey.isBlank();
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 最近一次 HTTP 状态码(0 表示未请求过) */
|
||||||
|
public int lastHttpStatus() {
|
||||||
|
return this.lastHttpStatus;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 最近一次请求失败的错误描述(空串表示无错误) */
|
||||||
|
public String lastError() {
|
||||||
|
return this.lastError;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 清空本地响应缓存(Key 变更或手动刷新时用) */
|
||||||
|
public void clearCache() {
|
||||||
|
this.cache.clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
// ==================== 查询接口 ====================
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 健康检查(免鉴权):{@code GET /health} → {@code {"status":"ok"}}。
|
||||||
|
*
|
||||||
|
* @return true 表示服务可达
|
||||||
|
*/
|
||||||
|
public boolean healthCheck() {
|
||||||
|
try {
|
||||||
|
HttpRequest request = HttpRequest.newBuilder(URI.create(BASE_URL + "health"))
|
||||||
|
.timeout(Duration.ofSeconds(5L))
|
||||||
|
.header("User-Agent", "AutoStore/1.0")
|
||||||
|
.GET()
|
||||||
|
.build();
|
||||||
|
HttpResponse<String> response = this.httpClient.send(request, HttpResponse.BodyHandlers.ofString(StandardCharsets.UTF_8));
|
||||||
|
this.lastHttpStatus = response.statusCode();
|
||||||
|
return response.statusCode() == 200 && response.body() != null && response.body().contains("ok");
|
||||||
|
} catch (Exception e) {
|
||||||
|
this.lastError = e.getMessage() == null ? e.getClass().getSimpleName() : e.getMessage();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 所有邦国列表:{@code GET /info/unions}。
|
||||||
|
* 返回 邦国名 → 邦国摘要(id、君主、成员数、区块数、王城坐标、特产等)。
|
||||||
|
*/
|
||||||
|
public Map<String, UnionSummary> getAllUnions() {
|
||||||
|
String json = this.getCachedOrFetch("info/unions");
|
||||||
|
if (json == null) {
|
||||||
|
return Collections.emptyMap();
|
||||||
|
}
|
||||||
|
Map<String, UnionSummary> result = new LinkedHashMap<>();
|
||||||
|
for (JsonElement element : parseArray(json)) {
|
||||||
|
UnionSummary summary = parseUnionSummary(element);
|
||||||
|
if (summary != null) {
|
||||||
|
result.put(summary.name(), summary);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 单个邦国详情:{@code GET /info/unions/{key}},key 可为数字 id 或邦国名。
|
||||||
|
*/
|
||||||
|
public UnionSummary getUnion(String key) {
|
||||||
|
String json = this.getCachedOrFetch("info/unions/" + encode(key));
|
||||||
|
return json == null ? null : parseUnionSummary(parseObject(json));
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 邦国领土区块明细:{@code GET /info/unions/{key}/territory}。
|
||||||
|
* 返回 区块坐标 → 区块详情(忠诚度、最近占领时间)。响应较快,适合自动轮询。
|
||||||
|
*/
|
||||||
|
public Map<ChunkPos, TerritoryChunk> getUnionTerritory(String key) {
|
||||||
|
String json = this.getCachedOrFetch("info/unions/" + encode(key) + "/territory");
|
||||||
|
Map<ChunkPos, TerritoryChunk> result = new HashMap<>();
|
||||||
|
if (json == null) {
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
for (JsonElement element : parseArray(json)) {
|
||||||
|
TerritoryChunk chunk = parseTerritoryChunk(element);
|
||||||
|
if (chunk != null) {
|
||||||
|
result.put(new ChunkPos(chunk.x(), chunk.z()), chunk);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 全服领土区块:{@code GET /info/territory},可按 {@code union_id} 过滤。
|
||||||
|
* 返回 区块坐标 → 区块详情(含归属邦国 id/名)。<b>注意:全服数据量大(实测单次请求可超 2 分钟),
|
||||||
|
* 限流严格,仅手动触发使用,禁止放入自动轮询。</b>
|
||||||
|
*/
|
||||||
|
public Map<ChunkPos, TerritoryChunk> getAllTerritory(Integer unionId) {
|
||||||
|
String path = "info/territory" + (unionId != null ? "?union_id=" + unionId : "");
|
||||||
|
String json = this.getCachedOrFetch(path);
|
||||||
|
Map<ChunkPos, TerritoryChunk> result = new HashMap<>();
|
||||||
|
if (json == null) {
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
for (JsonElement element : parseArray(json)) {
|
||||||
|
TerritoryChunk chunk = parseTerritoryChunk(element);
|
||||||
|
if (chunk != null) {
|
||||||
|
result.put(new ChunkPos(chunk.x(), chunk.z()), chunk);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 玩家所属邦国:{@code GET /info/players/{key}/union},key 可为 UUID 或游戏名。
|
||||||
|
* 玩家无邦国时服务端返回 404 → 返回 null。
|
||||||
|
*/
|
||||||
|
public UnionSummary getPlayerUnion(String key) {
|
||||||
|
String json = this.getCachedOrFetch("info/players/" + encode(key) + "/union");
|
||||||
|
return json == null ? null : parseUnionSummary(parseObject(json));
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 玩家详情:{@code GET /info/players/{key}}(UUID 或游戏名)。
|
||||||
|
*/
|
||||||
|
public PlayerDetail getPlayer(String key) {
|
||||||
|
String json = this.getCachedOrFetch("info/players/" + encode(key));
|
||||||
|
JsonObject object = json == null ? null : parseObject(json);
|
||||||
|
if (object == null) {
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
return new PlayerDetail(
|
||||||
|
stringOr(object, "username", ""),
|
||||||
|
stringOr(object, "uuid", ""),
|
||||||
|
intOr(object, "union_id", -1),
|
||||||
|
stringOr(object, "union_name", ""),
|
||||||
|
stringOr(object, "role", ""),
|
||||||
|
stringOr(object, "profession", ""),
|
||||||
|
stringOr(object, "title", ""));
|
||||||
|
}
|
||||||
|
|
||||||
|
// ==================== JSON 解析(字段名以实测响应为准) ====================
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 解析邦国摘要。实测字段:
|
||||||
|
* {@code id, name, leader_name, member_count, territory_chunk_count, territory_block_area,
|
||||||
|
* special_output_material, capital_x, capital_y, capital_z, union_title, ...}
|
||||||
|
*/
|
||||||
|
private UnionSummary parseUnionSummary(JsonElement element) {
|
||||||
|
if (element == null || !element.isJsonObject()) {
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
JsonObject object = element.getAsJsonObject();
|
||||||
|
String name = stringOr(object, "name", "");
|
||||||
|
if (name.isEmpty()) {
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
double capitalX = doubleOr(object, "capital_x", Double.NaN);
|
||||||
|
double capitalZ = doubleOr(object, "capital_z", Double.NaN);
|
||||||
|
return new UnionSummary(
|
||||||
|
intOr(object, "id", -1),
|
||||||
|
name,
|
||||||
|
stringOr(object, "leader_name", ""),
|
||||||
|
intOr(object, "member_count", 0),
|
||||||
|
intOr(object, "territory_chunk_count", 0),
|
||||||
|
longOr(object, "territory_block_area", 0L),
|
||||||
|
stringOr(object, "special_output_material", ""),
|
||||||
|
Double.isNaN(capitalX) ? null : ChunkPos.fromBlock((int) Math.floor(capitalX), (int) Math.floor(capitalZ)));
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 解析领土区块。实测字段:
|
||||||
|
* {@code id, x, z, union_id, union_name, last_claimed_at, loyalty}
|
||||||
|
*/
|
||||||
|
private TerritoryChunk parseTerritoryChunk(JsonElement element) {
|
||||||
|
if (element == null || !element.isJsonObject()) {
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
JsonObject object = element.getAsJsonObject();
|
||||||
|
JsonElement x = object.get("x");
|
||||||
|
JsonElement z = object.get("z");
|
||||||
|
if (x == null || z == null || x.isJsonNull() || z.isJsonNull()) {
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
try {
|
||||||
|
int unionId = intOr(object, "union_id", -1);
|
||||||
|
int loyalty = intOr(object, "loyalty", -1);
|
||||||
|
String claimedAt = object.has("last_claimed_at") && !object.get("last_claimed_at").isJsonNull()
|
||||||
|
? object.get("last_claimed_at").getAsString()
|
||||||
|
: "";
|
||||||
|
return new TerritoryChunk(x.getAsInt(), z.getAsInt(), unionId, stringOr(object, "union_name", ""), loyalty, claimedAt);
|
||||||
|
} catch (Exception e) {
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 解析 JSON 数组文本;非法输入返回空列表 */
|
||||||
|
private static List<JsonElement> parseArray(String json) {
|
||||||
|
try {
|
||||||
|
JsonElement root = JsonParser.parseString(json);
|
||||||
|
if (!root.isJsonArray()) {
|
||||||
|
return List.of();
|
||||||
|
}
|
||||||
|
return root.getAsJsonArray().asList();
|
||||||
|
} catch (Exception e) {
|
||||||
|
return List.of();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 解析 JSON 对象文本;非法输入返回 null */
|
||||||
|
private static JsonObject parseObject(String json) {
|
||||||
|
try {
|
||||||
|
JsonElement root = JsonParser.parseString(json);
|
||||||
|
return root.isJsonObject() ? root.getAsJsonObject() : null;
|
||||||
|
} catch (Exception e) {
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ==================== 网络与缓存底层 ====================
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 优先取未过期缓存,否则发起带鉴权的 GET 请求。
|
||||||
|
* 401(Key 无效)时清空缓存;429(限流)时保留旧缓存兜底。
|
||||||
|
*
|
||||||
|
* @return 响应体;失败返回 null
|
||||||
|
*/
|
||||||
|
private String getCachedOrFetch(String path) {
|
||||||
|
CacheEntry entry = this.cache.get(path);
|
||||||
|
long now = System.currentTimeMillis();
|
||||||
|
if (entry != null && entry.expiresAt > now) {
|
||||||
|
return entry.body;
|
||||||
|
}
|
||||||
|
if (!this.hasApiKey()) {
|
||||||
|
this.lastError = "未配置 API Key";
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
try {
|
||||||
|
HttpRequest request = HttpRequest.newBuilder(URI.create(BASE_URL + path))
|
||||||
|
.timeout(Duration.ofSeconds(30L))
|
||||||
|
.header("Authorization", "Bearer " + this.apiKey)
|
||||||
|
.header("User-Agent", "AutoStore/1.0")
|
||||||
|
.GET()
|
||||||
|
.build();
|
||||||
|
HttpResponse<String> response = this.httpClient.send(request, HttpResponse.BodyHandlers.ofString(StandardCharsets.UTF_8));
|
||||||
|
this.lastHttpStatus = response.statusCode();
|
||||||
|
if (response.statusCode() == 200) {
|
||||||
|
String body = response.body();
|
||||||
|
this.cache.put(path, new CacheEntry(body, now + DEFAULT_CACHE_TTL_MS));
|
||||||
|
this.lastError = "";
|
||||||
|
return body;
|
||||||
|
}
|
||||||
|
if (response.statusCode() == 401) {
|
||||||
|
this.lastError = "API Key 无效(401)";
|
||||||
|
this.cache.clear();
|
||||||
|
} else if (response.statusCode() == 429) {
|
||||||
|
this.lastError = "请求触发限流(429),稍后重试";
|
||||||
|
} else {
|
||||||
|
this.lastError = "HTTP " + response.statusCode();
|
||||||
|
}
|
||||||
|
} catch (InterruptedException e) {
|
||||||
|
Thread.currentThread().interrupt();
|
||||||
|
this.lastError = "请求被中断";
|
||||||
|
} catch (Exception e) {
|
||||||
|
this.lastError = e.getMessage() == null ? e.getClass().getSimpleName() : e.getMessage();
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** URL 路径参数编码 */
|
||||||
|
private static String encode(String value) {
|
||||||
|
return URLEncoder.encode(value == null ? "" : value, StandardCharsets.UTF_8);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 安全读取 JSON 字符串字段,缺失或为 null 时返回默认值 */
|
||||||
|
private static String stringOr(JsonObject object, String key, String fallback) {
|
||||||
|
JsonElement element = object.get(key);
|
||||||
|
return element == null || element.isJsonNull() ? fallback : element.getAsString();
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 安全读取 JSON 整数字段,缺失或为 null 时返回默认值 */
|
||||||
|
private static int intOr(JsonObject object, String key, int fallback) {
|
||||||
|
JsonElement element = object.get(key);
|
||||||
|
if (element == null || element.isJsonNull()) {
|
||||||
|
return fallback;
|
||||||
|
}
|
||||||
|
try {
|
||||||
|
return element.getAsInt();
|
||||||
|
} catch (Exception e) {
|
||||||
|
return fallback;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 安全读取 JSON 长整数字段,缺失或为 null 时返回默认值 */
|
||||||
|
private static long longOr(JsonObject object, String key, long fallback) {
|
||||||
|
JsonElement element = object.get(key);
|
||||||
|
if (element == null || element.isJsonNull()) {
|
||||||
|
return fallback;
|
||||||
|
}
|
||||||
|
try {
|
||||||
|
return element.getAsLong();
|
||||||
|
} catch (Exception e) {
|
||||||
|
return fallback;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 安全读取 JSON 浮点字段,缺失或为 null 时返回 NaN */
|
||||||
|
private static double doubleOr(JsonObject object, String key, double fallback) {
|
||||||
|
JsonElement element = object.get(key);
|
||||||
|
if (element == null || element.isJsonNull()) {
|
||||||
|
return fallback;
|
||||||
|
}
|
||||||
|
try {
|
||||||
|
return element.getAsDouble();
|
||||||
|
} catch (Exception e) {
|
||||||
|
return fallback;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 缓存条目:响应体 + 过期时间戳 */
|
||||||
|
private record CacheEntry(String body, long expiresAt) {
|
||||||
|
}
|
||||||
|
|
||||||
|
// ==================== 数据模型(record,不可变) ====================
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 邦国摘要。
|
||||||
|
*
|
||||||
|
* @param id 邦国数字 id
|
||||||
|
* @param name 邦国名
|
||||||
|
* @param leader 君主玩家名
|
||||||
|
* @param memberCount 成员数
|
||||||
|
* @param chunkCount 领土区块数(权威口径)
|
||||||
|
* @param blockArea 领土面积(区块数 × 256,仅供参考)
|
||||||
|
* @param specialOutput 特产材料 id
|
||||||
|
* @param capital 王城所在区块(由 capital_x/z 方块坐标换算);缺失为 null
|
||||||
|
*/
|
||||||
|
public record UnionSummary(
|
||||||
|
int id,
|
||||||
|
String name,
|
||||||
|
String leader,
|
||||||
|
int memberCount,
|
||||||
|
int chunkCount,
|
||||||
|
long blockArea,
|
||||||
|
String specialOutput,
|
||||||
|
ChunkPos capital
|
||||||
|
) {
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 领土区块详情。
|
||||||
|
*
|
||||||
|
* @param x 区块 X 坐标
|
||||||
|
* @param z 区块 Z 坐标
|
||||||
|
* @param unionId 归属邦国 id
|
||||||
|
* @param unionName 归属邦国名
|
||||||
|
* @param loyalty 忠诚度(0-100,未知为 -1)
|
||||||
|
* @param lastClaimedAt 最近占领时间(ISO 8601,可能为空串)
|
||||||
|
*/
|
||||||
|
public record TerritoryChunk(
|
||||||
|
int x,
|
||||||
|
int z,
|
||||||
|
int unionId,
|
||||||
|
String unionName,
|
||||||
|
int loyalty,
|
||||||
|
String lastClaimedAt
|
||||||
|
) {
|
||||||
|
/** 换算为区块坐标对象 */
|
||||||
|
public ChunkPos asChunkPos() {
|
||||||
|
return new ChunkPos(this.x, this.z);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 玩家详情。
|
||||||
|
*
|
||||||
|
* @param name 玩家名
|
||||||
|
* @param uuid 玩家 UUID
|
||||||
|
* @param unionId 所属邦国 id(无邦国为 -1)
|
||||||
|
* @param unionName 所属邦国名(无邦国为空串)
|
||||||
|
* @param role 邦国职位(OWNER/ADMIN/MEMBER)
|
||||||
|
* @param job 职业
|
||||||
|
* @param title 称号
|
||||||
|
*/
|
||||||
|
public record PlayerDetail(
|
||||||
|
String name,
|
||||||
|
String uuid,
|
||||||
|
int unionId,
|
||||||
|
String unionName,
|
||||||
|
String role,
|
||||||
|
String job,
|
||||||
|
String title
|
||||||
|
) {
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -7,10 +7,14 @@ package autostore.client.bridge;
|
|||||||
import baritone.api.BaritoneAPI;
|
import baritone.api.BaritoneAPI;
|
||||||
import baritone.api.IBaritone;
|
import baritone.api.IBaritone;
|
||||||
import baritone.api.Settings;
|
import baritone.api.Settings;
|
||||||
import baritone.api.pathing.goals.Goal;
|
import baritone.api.event.events.PathEvent;
|
||||||
import baritone.api.pathing.goals.GoalXZ;
|
import baritone.api.event.listener.AbstractGameEventListener;
|
||||||
import autostore.client.config.ExpansionConfig;
|
import autostore.client.config.ExpansionConfig;
|
||||||
import autostore.client.territory.ChunkPos;
|
import autostore.client.territory.ChunkPos;
|
||||||
|
import baritone.api.pathing.goals.Goal;
|
||||||
|
import baritone.api.pathing.goals.GoalXZ;
|
||||||
|
import java.util.Set;
|
||||||
|
import java.util.concurrent.ConcurrentHashMap;
|
||||||
import net.fabricmc.api.EnvType;
|
import net.fabricmc.api.EnvType;
|
||||||
import net.fabricmc.api.Environment;
|
import net.fabricmc.api.Environment;
|
||||||
|
|
||||||
@@ -24,22 +28,62 @@ import net.fabricmc.api.Environment;
|
|||||||
@Environment(EnvType.CLIENT)
|
@Environment(EnvType.CLIENT)
|
||||||
public final class BaritoneBridge {
|
public final class BaritoneBridge {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 寻路事件回调:用于把 Baritone 的路径事件(如计算失败、到达目标)转发给控制器,
|
||||||
|
* 使控制器能及时识别“目标不可达”并跳过,而不是傻等到超时。
|
||||||
|
*/
|
||||||
|
public interface PathListener {
|
||||||
|
void onPathEvent(PathEvent event);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 已注册的路径事件监听器集合(线程安全) */
|
||||||
|
private final Set<PathListener> pathListeners = ConcurrentHashMap.newKeySet();
|
||||||
|
/** 是否已向 Baritone 注册事件监听器(只注册一次) */
|
||||||
|
private volatile boolean eventListenerRegistered;
|
||||||
|
/** 最近一次应用的行为配置(applyConfig 时保存,供 pathTo 选择寻路 Goal) */
|
||||||
|
private ExpansionConfig config = new ExpansionConfig();
|
||||||
|
|
||||||
|
/** 注册一个路径事件监听器;同时确保已向 Baritone 事件总线挂载转发器 */
|
||||||
|
public void addPathListener(PathListener listener) {
|
||||||
|
this.pathListeners.add(listener);
|
||||||
|
this.primary();
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 将模组配置同步到 Baritone 的全局设置。
|
* 将模组配置同步到 Baritone 的全局设置。
|
||||||
*
|
*
|
||||||
* @param config 扩地配置
|
* @param config 扩地配置
|
||||||
*/
|
*/
|
||||||
public void applyConfig(ExpansionConfig config) {
|
public void applyConfig(ExpansionConfig config) {
|
||||||
|
this.config = config;
|
||||||
Settings settings = BaritoneAPI.getSettings();
|
Settings settings = BaritoneAPI.getSettings();
|
||||||
settings.allowSprint.value = config.allowSprint;
|
settings.allowSprint.value = config.allowSprint;
|
||||||
settings.allowBreak.value = config.allowBreak;
|
settings.allowBreak.value = config.allowBreak;
|
||||||
settings.allowPlace.value = config.allowPlace;
|
settings.allowPlace.value = config.allowPlace;
|
||||||
settings.allowParkour.value = config.allowJump;
|
// 跳跃(跑酷)前进:开启放置时也允许跳跃搭路,避免过河/过缝时必须纯步行
|
||||||
|
settings.allowParkour.value = config.allowJump || config.allowPlace;
|
||||||
|
// 关键修复:开启放置时,配套允许“跑酷搭路放方块”。
|
||||||
|
// 若仅开 allowPlace 而不给 allowParkourPlace,Baritone 在边缘会把
|
||||||
|
// “下蹲放方块”与“跳跃过去”两条腿计划打架:想放又判定不该放,
|
||||||
|
// 于是原地反复下蹲+跳跃却始终放不出方块(用户观察到的“原地抽搐”)。
|
||||||
|
settings.allowParkourPlace.value = config.allowPlace;
|
||||||
|
// 降低放方块的路径代价:Baritone 默认对搭路惩罚较高,会倾向犹豫/绕行;
|
||||||
|
// 归零后它更愿意稳定搭路,而不是在缺口边反复空跳。
|
||||||
|
settings.blockPlacementPenalty.value = 0.0;
|
||||||
settings.avoidance.value = config.avoidMobs;
|
settings.avoidance.value = config.avoidMobs;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 让 Baritone 寻路前往指定区块的中心。
|
* 让 Baritone 寻路前往指定区块中心。
|
||||||
|
*
|
||||||
|
* <p>默认使用 Baritone <b>原生</b>{@link GoalXZ}(目标区块中心单格):原生 GoalXZ 对
|
||||||
|
* 可达地形几乎不会误判“目标不可达”,是最好的默认选择。早期用自定义
|
||||||
|
* {@code ChunkGoal}(曾加入高度硬约束)疑似是“平原上一按 W 就能走、Baritone 却秒
|
||||||
|
* CALC_FAILED”的根因——自定义 Goal 在某些站位/边界下会把可达目标判成不可达。
|
||||||
|
* 到达判定仍由控制器 {@code playerChunk.equals(target)} 保证,与 Goal 自身容差无关。</p>
|
||||||
|
*
|
||||||
|
* <p>当开启高度偏好({@code altitudePreference})时改用 {@link GoalXZAltitude}:
|
||||||
|
* 到达判定与 GoalXZ 完全一致(水平到达),仅启发式成本偏向高处,引导寻路优先走高。</p>
|
||||||
*
|
*
|
||||||
* @param chunk 目标区块
|
* @param chunk 目标区块
|
||||||
*/
|
*/
|
||||||
@@ -48,9 +92,13 @@ public final class BaritoneBridge {
|
|||||||
if (baritone == null) {
|
if (baritone == null) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
// 使用 GoalXZ 前往区块中心:Baritone 的 GoalXZ 自带约 10 格容差,
|
Goal goal;
|
||||||
// 只需到达区块中心附近即可,避免中心点不可达导致寻路卡死
|
if (this.config.altitudePreference) {
|
||||||
baritone.getCustomGoalProcess().setGoalAndPath(new GoalXZ(chunk.centerBlockX(), chunk.centerBlockZ()));
|
goal = new GoalXZAltitude(chunk.centerBlockX(), chunk.centerBlockZ(), this.config.altitudeWeight);
|
||||||
|
} else {
|
||||||
|
goal = new GoalXZ(chunk.centerBlockX(), chunk.centerBlockZ());
|
||||||
|
}
|
||||||
|
baritone.getCustomGoalProcess().setGoalAndPath(goal);
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 强制取消当前寻路任务。 */
|
/** 强制取消当前寻路任务。 */
|
||||||
@@ -75,12 +123,30 @@ public final class BaritoneBridge {
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* 获取 Baritone 主实例;加载失败或异常时返回 null。
|
* 获取 Baritone 主实例;加载失败或异常时返回 null。
|
||||||
|
* 首次成功获取时,向 Baritone 事件总线注册一个转发器,
|
||||||
|
* 把路径事件分发给所有已注册的 {@link PathListener}。
|
||||||
*
|
*
|
||||||
* @return 主 Baritone 实例,或 null
|
* @return 主 Baritone 实例,或 null
|
||||||
*/
|
*/
|
||||||
private IBaritone primary() {
|
private IBaritone primary() {
|
||||||
try {
|
try {
|
||||||
return BaritoneAPI.getProvider().getPrimaryBaritone();
|
IBaritone baritone = BaritoneAPI.getProvider().getPrimaryBaritone();
|
||||||
|
if (baritone != null && !this.eventListenerRegistered) {
|
||||||
|
this.eventListenerRegistered = true;
|
||||||
|
baritone.getGameEventHandler().registerEventListener(new AbstractGameEventListener() {
|
||||||
|
@Override
|
||||||
|
public void onPathEvent(PathEvent event) {
|
||||||
|
for (PathListener listener : BaritoneBridge.this.pathListeners) {
|
||||||
|
try {
|
||||||
|
listener.onPathEvent(event);
|
||||||
|
} catch (Throwable ignored) {
|
||||||
|
// 单个监听器异常不影响其他监听器
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
return baritone;
|
||||||
} catch (Throwable ignored) {
|
} catch (Throwable ignored) {
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,51 @@
|
|||||||
|
/*
|
||||||
|
* 本文件由 autostore-1.0-SNAPSHOT.jar 反编译并整理而来(CFR 0.152),
|
||||||
|
* 混淆名已替换为 Minecraft 1.21.4 Yarn 可读映射,并补充中文注释。
|
||||||
|
*/
|
||||||
|
package autostore.client.bridge;
|
||||||
|
|
||||||
|
import baritone.api.pathing.goals.Goal;
|
||||||
|
import baritone.api.pathing.goals.GoalXZ;
|
||||||
|
import net.fabricmc.api.EnvType;
|
||||||
|
import net.fabricmc.api.Environment;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 带高度偏好的区块中心寻路目标。
|
||||||
|
*
|
||||||
|
* <p>到达判定与 Baritone 原生 {@link GoalXZ} 完全一致(水平到达目标区块中心即成功,
|
||||||
|
* 不约束高度,避免旧版 ChunkGoal 因高度硬约束误判“不可达”);
|
||||||
|
* 但启发式成本中加入高度项:y 越大启发成本越低(A* 更倾向走高处),
|
||||||
|
* y 越低成本越高(对走低处施惩罚),从而实现“寻路优先往高处走”。</p>
|
||||||
|
*/
|
||||||
|
@Environment(EnvType.CLIENT)
|
||||||
|
public final class GoalXZAltitude implements Goal {
|
||||||
|
/** 目标区块中心 X */
|
||||||
|
private final int x;
|
||||||
|
/** 目标区块中心 Z */
|
||||||
|
private final int z;
|
||||||
|
/** 高度偏好权重:每上升 1 格减少的启发成本;越大越明显偏向高处 */
|
||||||
|
private final double altitudeWeight;
|
||||||
|
|
||||||
|
public GoalXZAltitude(int x, int z, double altitudeWeight) {
|
||||||
|
this.x = x;
|
||||||
|
this.z = z;
|
||||||
|
this.altitudeWeight = altitudeWeight;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 到达判定与 GoalXZ 相同:水平坐标命中目标区块中心即算到达,不限制高度 */
|
||||||
|
@Override
|
||||||
|
public boolean isInGoal(int x, int y, int z) {
|
||||||
|
return this.x == x && this.z == z;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 启发式成本 = 水平基础成本(复用 GoalXZ 的对角线切比雪夫估计) - 高度奖励。
|
||||||
|
* y 越高启发值越小(优先级越高),y 越启发值越大(惩罚);clamp 非负避免破坏 A* 排序。
|
||||||
|
*/
|
||||||
|
@Override
|
||||||
|
public double heuristic(int x, int y, int z) {
|
||||||
|
double base = GoalXZ.calculate(x - this.x, z - this.z);
|
||||||
|
double altitudeCost = this.altitudeWeight * y;
|
||||||
|
return Math.max(0.0, base - altitudeCost);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,238 @@
|
|||||||
|
/*
|
||||||
|
* AutoStore 模组战斗辅助:自动攻击敌对生物与装备耐久保护。
|
||||||
|
*/
|
||||||
|
package autostore.client.combat;
|
||||||
|
|
||||||
|
import net.fabricmc.api.EnvType;
|
||||||
|
import net.fabricmc.api.Environment;
|
||||||
|
import net.minecraft.client.MinecraftClient;
|
||||||
|
import net.minecraft.entity.Entity;
|
||||||
|
import net.minecraft.entity.EquipmentSlot;
|
||||||
|
import net.minecraft.entity.LivingEntity;
|
||||||
|
import net.minecraft.entity.mob.EndermanEntity;
|
||||||
|
import net.minecraft.entity.mob.Monster;
|
||||||
|
import net.minecraft.entity.mob.PiglinEntity;
|
||||||
|
import net.minecraft.entity.mob.SpiderEntity;
|
||||||
|
import net.minecraft.entity.mob.ZombifiedPiglinEntity;
|
||||||
|
import net.minecraft.entity.passive.IronGolemEntity;
|
||||||
|
import net.minecraft.entity.passive.TameableEntity;
|
||||||
|
import net.minecraft.entity.player.PlayerEntity;
|
||||||
|
import net.minecraft.item.ItemStack;
|
||||||
|
import net.minecraft.registry.Registries;
|
||||||
|
import net.minecraft.util.Hand;
|
||||||
|
import net.minecraft.util.math.Box;
|
||||||
|
import net.minecraft.util.math.MathHelper;
|
||||||
|
import net.minecraft.util.math.Vec3d;
|
||||||
|
|
||||||
|
@Environment(EnvType.CLIENT)
|
||||||
|
/**
|
||||||
|
* 战斗辅助工具类:自动攻击与耐久检查的纯函数集合。
|
||||||
|
*
|
||||||
|
* <p>目标筛选遵循一条核心原则:只攻击<b>会主动攻击玩家</b>的生物。
|
||||||
|
* 铁傀儡、僵尸猪灵等中立生物永远不在目标内;末影人/蜘蛛/猪灵等
|
||||||
|
* "条件敌对"生物只在确实处于主动敌对状态时才被攻击,判定依据
|
||||||
|
* 与原版 AI 一致且均可客户端验证(激怒标志/眼睛亮度/金盔甲)。</p>
|
||||||
|
*/
|
||||||
|
public final class AutoCombat {
|
||||||
|
|
||||||
|
/** 原版实体交互距离(格):视线到目标碰撞箱最近点超过该距离无法命中 */
|
||||||
|
private static final double ATTACK_RANGE_SQUARE = 3.0 * 3.0;
|
||||||
|
|
||||||
|
/** 耐久保护检查的装备槽位:主手、副手与四件盔甲 */
|
||||||
|
private static final EquipmentSlot[] GUARD_SLOTS = {
|
||||||
|
EquipmentSlot.MAINHAND, EquipmentSlot.OFFHAND,
|
||||||
|
EquipmentSlot.HEAD, EquipmentSlot.CHEST, EquipmentSlot.LEGS, EquipmentSlot.FEET
|
||||||
|
};
|
||||||
|
|
||||||
|
private AutoCombat() {
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 判断实体是否为合法攻击目标。
|
||||||
|
*
|
||||||
|
* <p>判定规则(按优先级):
|
||||||
|
* <ul>
|
||||||
|
* <li>玩家、已驯服宠物:绝不攻击</li>
|
||||||
|
* <li>铁傀儡:不会主动攻击玩家的中立生物,绝不攻击</li>
|
||||||
|
* <li>僵尸猪灵:群体报复机制,绝不攻击</li>
|
||||||
|
* <li>末影人:仅被激怒(瞪视)时主动攻击,此时才反击</li>
|
||||||
|
* <li>蜘蛛:仅黑暗中(眼睛亮度 < 0.5,与原版索敌条件一致)主动攻击</li>
|
||||||
|
* <li>猪灵:玩家穿戴金盔甲时保持中立,未穿戴时才会攻击玩家</li>
|
||||||
|
* <li>其余敌对生物(僵尸/骷髅/苦力怕/卫道士/疣猪兽等):主动攻击</li>
|
||||||
|
* </ul></p>
|
||||||
|
*
|
||||||
|
* @param entity 待判定实体
|
||||||
|
* @param player 玩家自身
|
||||||
|
* @return 是否可作为攻击目标
|
||||||
|
*/
|
||||||
|
public static boolean isAttackTarget(Entity entity, PlayerEntity player) {
|
||||||
|
if (!(entity instanceof LivingEntity living)) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
if (living == player || !living.isAlive() || living.isSpectator()) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// 绝不攻击玩家(含其他真实玩家)
|
||||||
|
if (living instanceof PlayerEntity) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// 已驯服的宠物不攻击
|
||||||
|
if (living instanceof TameableEntity tameable && tameable.isTamed()) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// 铁傀儡:不会主动攻击玩家的中立生物,绝不攻击
|
||||||
|
if (living instanceof IronGolemEntity) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// 僵尸猪灵:激怒一只引来一群,绝不攻击
|
||||||
|
if (living instanceof ZombifiedPiglinEntity) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// 末影人:仅被激怒(瞪视/先手攻击)时才主动敌对
|
||||||
|
if (living instanceof EndermanEntity enderman) {
|
||||||
|
return enderman.isAngry();
|
||||||
|
}
|
||||||
|
// 蜘蛛:与原版一致,仅黑暗中(眼睛亮度 < 0.5)才主动索敌
|
||||||
|
if (living instanceof SpiderEntity) {
|
||||||
|
return living.getBrightnessAtEyes() < 0.5f;
|
||||||
|
}
|
||||||
|
// 猪灵:玩家穿戴金盔甲时保持中立
|
||||||
|
if (living instanceof PiglinEntity) {
|
||||||
|
return !wearsGoldArmor(player);
|
||||||
|
}
|
||||||
|
// 其余敌对生物:直接攻击
|
||||||
|
return living instanceof Monster;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 在索敌范围内查找最近的合法攻击目标(不追击,仅就地战斗)。
|
||||||
|
*
|
||||||
|
* @param client 客户端实例
|
||||||
|
* @param player 玩家
|
||||||
|
* @param scanRange 索敌半径(格)
|
||||||
|
* @return 最近的攻击目标,范围内没有时返回 null
|
||||||
|
*/
|
||||||
|
public static LivingEntity findTarget(MinecraftClient client, PlayerEntity player, double scanRange) {
|
||||||
|
if (client == null || client.world == null || player == null) {
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
Box box = player.getBoundingBox().expand(scanRange);
|
||||||
|
LivingEntity best = null;
|
||||||
|
double bestDistance = Double.MAX_VALUE;
|
||||||
|
for (LivingEntity entity : client.world.getEntitiesByClass(LivingEntity.class, box,
|
||||||
|
candidate -> isAttackTarget(candidate, player))) {
|
||||||
|
double distance = eyeToBoxSquared(player.getEyePos(), entity.getBoundingBox());
|
||||||
|
if (distance < bestDistance) {
|
||||||
|
bestDistance = distance;
|
||||||
|
best = entity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return best;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 执行一帧攻击:面向目标,在攻击距离内且攻击冷却充满时出手。
|
||||||
|
* 距离不够只面向不挥击(等 Baritone 寻路或目标靠近),不空挥不追击。
|
||||||
|
*
|
||||||
|
* @param client 客户端实例
|
||||||
|
* @param target 攻击目标
|
||||||
|
* @return 本帧是否实际发起了攻击
|
||||||
|
*/
|
||||||
|
public static boolean tickAttack(MinecraftClient client, LivingEntity target) {
|
||||||
|
PlayerEntity player = client == null ? null : client.player;
|
||||||
|
if (player == null || client.interactionManager == null || target == null || !target.isAlive()) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// 使用物品(如进食/举盾)时不攻击,避免打断
|
||||||
|
if (player.isSpectator() || player.isUsingItem()) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// 面向目标:原版服务端不校验朝向,但部分服务器反作弊会校验
|
||||||
|
faceEntity(player, target);
|
||||||
|
// 攻击距离校验:视线到目标碰撞箱最近点 ≤ 3 格(原版实体交互距离),够不到不空挥
|
||||||
|
if (eyeToBoxSquared(player.getEyePos(), target.getBoundingBox()) > ATTACK_RANGE_SQUARE) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// 攻击冷却充满才出手,保证每次都满蓄力
|
||||||
|
if (player.getAttackCooldownProgress(0.0f) < 1.0f) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
client.interactionManager.attackEntity(player, target);
|
||||||
|
player.swingHand(Hand.MAIN_HAND);
|
||||||
|
player.resetLastAttackedTicks();
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 检查已装备物品(主手/副手/四件盔甲)中是否有耐久低于阈值的。
|
||||||
|
*
|
||||||
|
* @param player 玩家
|
||||||
|
* @param thresholdPercent 耐久阈值(剩余耐久百分比 ≤ 该值视为过低)
|
||||||
|
* @return 第一个耐久过低的装备槽位,全部正常时返回 null
|
||||||
|
*/
|
||||||
|
public static EquipmentSlot findLowDurabilitySlot(PlayerEntity player, int thresholdPercent) {
|
||||||
|
if (player == null) {
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
int threshold = Math.max(1, thresholdPercent);
|
||||||
|
for (EquipmentSlot slot : GUARD_SLOTS) {
|
||||||
|
ItemStack stack = player.getEquippedStack(slot);
|
||||||
|
if (stack.isEmpty() || !stack.isDamageable()) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
int maxDamage = stack.getMaxDamage();
|
||||||
|
int remaining = maxDamage - stack.getDamage();
|
||||||
|
// 用整数乘法避免浮点误差:剩余百分比 ≤ 阈值
|
||||||
|
if (remaining * 100 <= threshold * maxDamage) {
|
||||||
|
return slot;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 返回装备槽位的中文名称(用于日志与聊天提示) */
|
||||||
|
public static String slotName(EquipmentSlot slot) {
|
||||||
|
return switch (slot) {
|
||||||
|
case MAINHAND -> "主手";
|
||||||
|
case OFFHAND -> "副手";
|
||||||
|
case HEAD -> "头盔";
|
||||||
|
case CHEST -> "胸甲";
|
||||||
|
case LEGS -> "护腿";
|
||||||
|
case FEET -> "靴子";
|
||||||
|
case BODY -> "动物盔甲";
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 让玩家面向目标(转向目标中躯位置) */
|
||||||
|
private static void faceEntity(PlayerEntity player, LivingEntity target) {
|
||||||
|
Vec3d eye = player.getEyePos();
|
||||||
|
Vec3d aim = target.getPos().add(0.0, target.getHeight() * 0.5, 0.0);
|
||||||
|
double dx = aim.x - eye.x;
|
||||||
|
double dy = aim.y - eye.y;
|
||||||
|
double dz = aim.z - eye.z;
|
||||||
|
double horizontal = Math.sqrt(dx * dx + dz * dz);
|
||||||
|
float yaw = (float) (Math.toDegrees(Math.atan2(dz, dx)) - 90.0);
|
||||||
|
float pitch = (float) (-Math.toDegrees(Math.atan2(dy, horizontal)));
|
||||||
|
player.setYaw(yaw);
|
||||||
|
player.setPitch(MathHelper.clamp(pitch, -90.0f, 90.0f));
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 计算视线点到包围盒最近点的距离平方(用于原版攻击距离判定) */
|
||||||
|
private static double eyeToBoxSquared(Vec3d eye, Box box) {
|
||||||
|
double dx = Math.max(Math.max(box.minX - eye.x, eye.x - box.maxX), 0.0);
|
||||||
|
double dy = Math.max(Math.max(box.minY - eye.y, eye.y - box.maxY), 0.0);
|
||||||
|
double dz = Math.max(Math.max(box.minZ - eye.z, eye.z - box.maxZ), 0.0);
|
||||||
|
return dx * dx + dy * dy + dz * dz;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 判断玩家四件盔甲中是否至少一件为金质(金盔甲可使猪灵保持中立) */
|
||||||
|
private static boolean wearsGoldArmor(PlayerEntity player) {
|
||||||
|
for (EquipmentSlot slot : new EquipmentSlot[]{EquipmentSlot.HEAD, EquipmentSlot.CHEST, EquipmentSlot.LEGS, EquipmentSlot.FEET}) {
|
||||||
|
ItemStack stack = player.getEquippedStack(slot);
|
||||||
|
if (!stack.isEmpty() && Registries.ITEM.getId(stack.getItem()).getPath().contains("golden")) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,6 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* 本文件由 autostore-1.0-SNAPSHOT.jar 反编译并整理而来(CFR 0.152),
|
* AutoStore 客户端命令:注册 /autostore 系列命令。
|
||||||
* 混淆名已替换为 Minecraft 1.21.4 Yarn 可读映射,并补充中文注释。
|
|
||||||
*/
|
*/
|
||||||
package autostore.client.command;
|
package autostore.client.command;
|
||||||
|
|
||||||
@@ -10,11 +9,10 @@ import autostore.client.controller.ExpansionController;
|
|||||||
import autostore.client.territory.ChunkPos;
|
import autostore.client.territory.ChunkPos;
|
||||||
import autostore.client.territory.TerritoryState;
|
import autostore.client.territory.TerritoryState;
|
||||||
import com.mojang.brigadier.CommandDispatcher;
|
import com.mojang.brigadier.CommandDispatcher;
|
||||||
import com.mojang.brigadier.arguments.ArgumentType;
|
|
||||||
import com.mojang.brigadier.arguments.IntegerArgumentType;
|
import com.mojang.brigadier.arguments.IntegerArgumentType;
|
||||||
import com.mojang.brigadier.arguments.StringArgumentType;
|
import com.mojang.brigadier.arguments.StringArgumentType;
|
||||||
import com.mojang.brigadier.builder.LiteralArgumentBuilder;
|
import com.mojang.brigadier.builder.LiteralArgumentBuilder;
|
||||||
import com.mojang.brigadier.context.CommandContext;
|
import java.util.Map;
|
||||||
import net.fabricmc.api.EnvType;
|
import net.fabricmc.api.EnvType;
|
||||||
import net.fabricmc.api.Environment;
|
import net.fabricmc.api.Environment;
|
||||||
import net.fabricmc.fabric.api.client.command.v2.ClientCommandManager;
|
import net.fabricmc.fabric.api.client.command.v2.ClientCommandManager;
|
||||||
@@ -37,6 +35,7 @@ import net.minecraft.text.Text;
|
|||||||
* <li>/autostore state <邦国名> —— 设置目标邦国</li>
|
* <li>/autostore state <邦国名> —— 设置目标邦国</li>
|
||||||
* <li>/autostore strategy <1-4> —— 设置扩地策略</li>
|
* <li>/autostore strategy <1-4> —— 设置扩地策略</li>
|
||||||
* <li>/autostore rings <层数> —— 设置扩圈上限(0 为持续)</li>
|
* <li>/autostore rings <层数> —— 设置扩圈上限(0 为持续)</li>
|
||||||
|
* <li>/autostore log —— 导出运行日志到文件</li>
|
||||||
* </ul>
|
* </ul>
|
||||||
*/
|
*/
|
||||||
public final class AutoStoreCommands {
|
public final class AutoStoreCommands {
|
||||||
@@ -45,70 +44,158 @@ public final class AutoStoreCommands {
|
|||||||
|
|
||||||
/** 注册全部 /autostore 子命令到命令分发器 */
|
/** 注册全部 /autostore 子命令到命令分发器 */
|
||||||
public static void register(CommandDispatcher<FabricClientCommandSource> dispatcher, AutoStoreModClient mod) {
|
public static void register(CommandDispatcher<FabricClientCommandSource> dispatcher, AutoStoreModClient mod) {
|
||||||
dispatcher.register((((((((((ClientCommandManager.literal((String)"autostore").then(ClientCommandManager.literal((String)"gui").executes(ctx -> {
|
LiteralArgumentBuilder<FabricClientCommandSource> root = ClientCommandManager.literal("autostore");
|
||||||
(ctx.getSource()).sendFeedback(Text.literal((String)"\u5df2\u6253\u5f00 AutoStore GUI"));
|
|
||||||
|
// 打开 GUI
|
||||||
|
root.then(ClientCommandManager.literal("gui").executes(ctx -> {
|
||||||
|
ctx.getSource().sendFeedback(Text.literal("已打开 AutoStore GUI"));
|
||||||
mod.openGui();
|
mod.openGui();
|
||||||
return 1;
|
return 1;
|
||||||
}))).then((ClientCommandManager.literal((String)"start").executes(ctx -> AutoStoreCommands.start(ctx.getSource(), mod, mod.config().targetCount, mod.config().strategy))).then(ClientCommandManager.argument((String)"count", IntegerArgumentType.integer()).executes(ctx -> AutoStoreCommands.start(ctx.getSource(), mod, IntegerArgumentType.getInteger(ctx, (String)"count"), mod.config().strategy))))).then(ClientCommandManager.literal((String)"stop").executes(ctx -> {
|
}));
|
||||||
|
|
||||||
|
// 开始扩地(可选数量参数)
|
||||||
|
root.then(ClientCommandManager.literal("start")
|
||||||
|
.executes(ctx -> start(ctx.getSource(), mod, mod.config().targetCount, mod.config().strategy))
|
||||||
|
.then(ClientCommandManager.argument("count", IntegerArgumentType.integer())
|
||||||
|
.executes(ctx -> start(ctx.getSource(), mod, IntegerArgumentType.getInteger(ctx, "count"), mod.config().strategy))));
|
||||||
|
|
||||||
|
// 停止扩地
|
||||||
|
root.then(ClientCommandManager.literal("stop").executes(ctx -> {
|
||||||
mod.controller().stop();
|
mod.controller().stop();
|
||||||
(ctx.getSource()).sendFeedback(Text.literal((String)"\u5df2\u505c\u6b62\u81ea\u52a8\u6269\u5730"));
|
ctx.getSource().sendFeedback(Text.literal("已停止自动扩地"));
|
||||||
return 1;
|
return 1;
|
||||||
}))).then(ClientCommandManager.literal((String)"status").executes(ctx -> AutoStoreCommands.status(ctx.getSource(), mod)))).then(ClientCommandManager.literal((String)"refresh").executes(ctx -> {
|
}));
|
||||||
|
|
||||||
|
// 查看状态
|
||||||
|
root.then(ClientCommandManager.literal("status").executes(ctx -> status(ctx.getSource(), mod)));
|
||||||
|
|
||||||
|
// 刷新地图
|
||||||
|
root.then(ClientCommandManager.literal("refresh").executes(ctx -> {
|
||||||
mod.dataService().refreshAsync();
|
mod.dataService().refreshAsync();
|
||||||
(ctx.getSource()).sendFeedback(Text.literal((String)"\u6b63\u5728\u5237\u65b0\u90a6\u56fd\u5730\u56fe"));
|
ctx.getSource().sendFeedback(Text.literal("正在刷新邦国地图"));
|
||||||
return 1;
|
return 1;
|
||||||
}))).then(ClientCommandManager.literal((String)"auto").executes(ctx -> {
|
}));
|
||||||
TerritoryState state = mod.dataService().model().findContainingState(AutoStoreCommands.playerChunk(ctx.getSource()));
|
|
||||||
if (state == null) {
|
// 自动识别邦国:先用 Dynmap 数据按所在区块判断,失败时回退 SimpCore API 按玩家名查询
|
||||||
(ctx.getSource()).sendError(Text.literal((String)"\u65e0\u6cd5\u8bc6\u522b\u5f53\u524d\u90a6\u56fd"));
|
root.then(ClientCommandManager.literal("auto").executes(ctx -> {
|
||||||
} else {
|
ChunkPos chunk = playerChunk(ctx.getSource());
|
||||||
|
TerritoryState state = mod.dataService().model().findContainingState(chunk);
|
||||||
|
if (state != null) {
|
||||||
mod.config().stateName = state.name();
|
mod.config().stateName = state.name();
|
||||||
mod.saveConfig();
|
mod.saveConfig();
|
||||||
(ctx.getSource()).sendFeedback(Text.literal(("\u5df2\u81ea\u52a8\u8bc6\u522b\u90a6\u56fd\uff1a" + state.name())));
|
ctx.getSource().sendFeedback(Text.literal("已自动识别邦国:" + state.name()));
|
||||||
|
return 1;
|
||||||
}
|
}
|
||||||
return 1;
|
// Dynmap 未覆盖(所在区块不在任何邦国领土上):尝试 API 按玩家名识别
|
||||||
}))).then(ClientCommandManager.literal((String)"state").then(ClientCommandManager.argument((String)"name", StringArgumentType.greedyString()).executes(ctx -> {
|
net.minecraft.client.MinecraftClient client = net.minecraft.client.MinecraftClient.getInstance();
|
||||||
String name;
|
if (client.player == null) {
|
||||||
mod.config().stateName = name = StringArgumentType.getString(ctx, (String)"name");
|
ctx.getSource().sendError(Text.literal("无法识别当前邦国:不在世界中"));
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
String playerName = client.player.getGameProfile().getName();
|
||||||
|
ctx.getSource().sendFeedback(Text.literal("地图数据未覆盖所在区块,正在通过 API 识别玩家邦国…"));
|
||||||
|
mod.dataService().detectStateByPlayerAsync(playerName, detected -> client.execute(() -> {
|
||||||
|
if (detected != null) {
|
||||||
|
mod.config().stateName = detected;
|
||||||
mod.saveConfig();
|
mod.saveConfig();
|
||||||
(ctx.getSource()).sendFeedback(Text.literal(("\u5df2\u8bbe\u7f6e\u90a6\u56fd\uff1a" + name)));
|
ctx.getSource().sendFeedback(Text.literal("已通过 API 识别邦国:" + detected + "(玩家:" + playerName + ")"));
|
||||||
|
} else {
|
||||||
|
ctx.getSource().sendError(Text.literal("无法识别当前邦国(地图与 API 均未匹配,请确认已加入邦国)"));
|
||||||
|
}
|
||||||
|
}));
|
||||||
return 1;
|
return 1;
|
||||||
})))).then(ClientCommandManager.literal((String)"strategy").then(ClientCommandManager.argument((String)"strategy", IntegerArgumentType.integer((int)1, (int)4)).executes(ctx -> {
|
}));
|
||||||
int strategy;
|
|
||||||
mod.config().strategy = strategy = IntegerArgumentType.getInteger(ctx, (String)"strategy");
|
// ===== SimpCore 开放 API 命令组 =====
|
||||||
|
registerApiCommands(root, mod);
|
||||||
|
|
||||||
|
// 设置邦国
|
||||||
|
root.then(ClientCommandManager.literal("state").then(ClientCommandManager.argument("name", StringArgumentType.greedyString()).executes(ctx -> {
|
||||||
|
String name = StringArgumentType.getString(ctx, "name");
|
||||||
|
mod.config().stateName = name;
|
||||||
mod.saveConfig();
|
mod.saveConfig();
|
||||||
(ctx.getSource()).sendFeedback(Text.literal(("\u5df2\u8bbe\u7f6e\u6269\u5f20\u7b56\u7565\uff1a" + strategy)));
|
ctx.getSource().sendFeedback(Text.literal("已设置邦国:" + name));
|
||||||
return 1;
|
|
||||||
})))).then(ClientCommandManager.literal((String)"rings").then(ClientCommandManager.argument((String)"rings", IntegerArgumentType.integer((int)0)).executes(ctx -> {
|
|
||||||
int rings;
|
|
||||||
mod.config().maxRings = rings = IntegerArgumentType.getInteger(ctx, (String)"rings");
|
|
||||||
mod.saveConfig();
|
|
||||||
(ctx.getSource()).sendFeedback(Text.literal((rings <= 0 ? "\u5df2\u8bbe\u7f6e\u6301\u7eed\u6269\u5730" : "\u5df2\u8bbe\u7f6e\u6269\u5708\u4e0a\u9650\uff1a" + rings)));
|
|
||||||
return 1;
|
|
||||||
})))).then(ClientCommandManager.literal((String)"help").executes(ctx -> {
|
|
||||||
(ctx.getSource()).sendFeedback(Text.literal((String)"/autostore help \u663e\u793a\u5e2e\u52a9\n/autostore gui \u6253\u5f00 GUI\uff08\u6216\u6309 F6 \u5feb\u6377\u952e\uff09\n/autostore start \u5f00\u59cb\u6269\u5730\n/autostore start <\u6570\u91cf> \u6307\u5b9a\u76ee\u6807\u6570\u91cf\uff0c-1 \u4e3a\u6301\u7eed\n/autostore stop \u505c\u6b62\n/autostore status \u67e5\u770b\u72b6\u6001\n/autostore refresh \u5237\u65b0\u5730\u56fe\n/autostore auto \u81ea\u52a8\u8bc6\u522b\u90a6\u56fd\n/autostore state <\u90a6\u56fd\u540d> \u8bbe\u7f6e\u90a6\u56fd\n/autostore strategy <1|2|3|4> \u8bbe\u7f6e\u7b56\u7565\n/autostore rings <\u5c42\u6570> \u8bbe\u7f6e\u5708\u6570\u4e0a\u9650"));
|
|
||||||
return 1;
|
return 1;
|
||||||
})));
|
})));
|
||||||
|
|
||||||
|
// 设置策略
|
||||||
|
root.then(ClientCommandManager.literal("strategy").then(ClientCommandManager.argument("strategy", IntegerArgumentType.integer(1, 4)).executes(ctx -> {
|
||||||
|
int strategy = IntegerArgumentType.getInteger(ctx, "strategy");
|
||||||
|
mod.config().strategy = strategy;
|
||||||
|
mod.saveConfig();
|
||||||
|
ctx.getSource().sendFeedback(Text.literal("已设置扩张策略:" + strategy));
|
||||||
|
return 1;
|
||||||
|
})));
|
||||||
|
|
||||||
|
// 设置圈数上限
|
||||||
|
root.then(ClientCommandManager.literal("rings").then(ClientCommandManager.argument("rings", IntegerArgumentType.integer(0)).executes(ctx -> {
|
||||||
|
int rings = IntegerArgumentType.getInteger(ctx, "rings");
|
||||||
|
mod.config().maxRings = rings;
|
||||||
|
mod.saveConfig();
|
||||||
|
ctx.getSource().sendFeedback(Text.literal(rings <= 0 ? "已设置持续扩地" : "已设置扩圈上限:" + rings));
|
||||||
|
return 1;
|
||||||
|
})));
|
||||||
|
|
||||||
|
// 帮助
|
||||||
|
root.then(ClientCommandManager.literal("help").executes(ctx -> {
|
||||||
|
ctx.getSource().sendFeedback(Text.literal(
|
||||||
|
"/autostore help 显示帮助\n" +
|
||||||
|
"/autostore gui 打开 GUI(或按 Ctrl+R 快捷键)\n" +
|
||||||
|
"/autostore start 开始扩地\n" +
|
||||||
|
"/autostore start <数量> 指定目标数量,-1 为持续\n" +
|
||||||
|
"/autostore stop 停止\n" +
|
||||||
|
"/autostore status 查看状态\n" +
|
||||||
|
"/autostore refresh 刷新地图\n" +
|
||||||
|
"/autostore auto 自动识别邦国\n" +
|
||||||
|
"/autostore state <邦国名> 设置邦国\n" +
|
||||||
|
"/autostore strategy <1|2|3|4> 设置策略\n" +
|
||||||
|
"/autostore rings <层数> 设置圈数上限\n" +
|
||||||
|
"/autostore api status 查看 API 状态\n" +
|
||||||
|
"/autostore api key <key> 设置 API Key\n" +
|
||||||
|
"/autostore api on|off 启用/停用 API 数据源\n" +
|
||||||
|
"/autostore api refresh 立即拉取 API 领土数据\n" +
|
||||||
|
"/autostore api full 拉取全服领土(重接口)\n" +
|
||||||
|
"/autostore api union <邦国名> 查询邦国信息\n" +
|
||||||
|
"/autostore log 导出日志"));
|
||||||
|
return 1;
|
||||||
|
}));
|
||||||
|
|
||||||
|
// 导出日志
|
||||||
|
root.then(ClientCommandManager.literal("log").executes(ctx -> {
|
||||||
|
java.nio.file.Path path = mod.controller().exportLogs();
|
||||||
|
if (path != null) {
|
||||||
|
ctx.getSource().sendFeedback(Text.literal("日志已导出:" + path));
|
||||||
|
} else {
|
||||||
|
ctx.getSource().sendError(Text.literal("日志导出失败"));
|
||||||
|
}
|
||||||
|
return 1;
|
||||||
|
}));
|
||||||
|
|
||||||
|
dispatcher.register(root);
|
||||||
}
|
}
|
||||||
|
|
||||||
/** /autostore start 命令处理:复制当前配置并覆盖目标数量与策略,然后启动扩地 */
|
/** /autostore start 命令处理:复制当前配置并覆盖目标数量与策略,然后启动扩地 */
|
||||||
private static int start(FabricClientCommandSource source, AutoStoreModClient mod, int targetCount, int strategy) {
|
private static int start(FabricClientCommandSource source, AutoStoreModClient mod, int targetCount, int strategy) { ExpansionConfig config = mod.config().copy();
|
||||||
ExpansionConfig config = mod.config().copy();
|
|
||||||
config.targetCount = targetCount;
|
config.targetCount = targetCount;
|
||||||
config.strategy = strategy;
|
config.strategy = strategy;
|
||||||
mod.config().targetCount = targetCount;
|
mod.config().targetCount = targetCount;
|
||||||
mod.config().strategy = strategy;
|
mod.config().strategy = strategy;
|
||||||
mod.saveConfig();
|
mod.saveConfig();
|
||||||
boolean started = mod.controller().start(config);
|
boolean started = mod.controller().start(config);
|
||||||
source.sendFeedback(Text.literal((started ? "\u5f00\u59cb\u81ea\u52a8\u6269\u5730" : "\u542f\u52a8\u5931\u8d25\uff1a" + mod.controller().status())));
|
source.sendFeedback(Text.literal(started ? "开始自动扩地" : "启动失败:" + mod.controller().status()));
|
||||||
return started ? 1 : 0;
|
return started ? 1 : 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
/** /autostore status 命令处理:汇总状态、进度、队列、策略与邦国信息并反馈 */
|
/** /autostore status 命令处理:汇总状态、进度、队列、策略与邦国信息并反馈 */
|
||||||
private static int status(FabricClientCommandSource source, AutoStoreModClient mod) {
|
private static int status(FabricClientCommandSource source, AutoStoreModClient mod) {
|
||||||
ExpansionController controller = mod.controller();
|
ExpansionController controller = mod.controller();
|
||||||
String text = "\u72b6\u6001\uff1a" + controller.status() + " | \u8fdb\u5ea6\uff1a" + controller.completedClaims() + (mod.config().targetCount > 0 ? "/" + mod.config().targetCount : "/\u6301\u7eed") + " | \u961f\u5217\uff1a" + controller.queuedTargets() + " | \u7b56\u7565\uff1a" + mod.config().strategy + " | \u90a6\u56fd\uff1a" + (mod.config().stateName.isEmpty() ? "\u81ea\u52a8" : mod.config().stateName);
|
String text = "状态:" + controller.status()
|
||||||
source.sendFeedback(Text.literal((String)text));
|
+ " | 进度:" + controller.completedClaims()
|
||||||
|
+ (mod.config().targetCount > 0 ? "/" + mod.config().targetCount : "/持续")
|
||||||
|
+ " | 队列:" + controller.queuedTargets()
|
||||||
|
+ " | 策略:" + mod.config().strategy
|
||||||
|
+ " | 邦国:" + (mod.config().stateName.isEmpty() ? "自动" : mod.config().stateName);
|
||||||
|
source.sendFeedback(Text.literal(text));
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -117,5 +204,140 @@ public final class AutoStoreCommands {
|
|||||||
BlockPos pos = source.getPlayer().getBlockPos();
|
BlockPos pos = source.getPlayer().getBlockPos();
|
||||||
return ChunkPos.fromBlock(pos.getX(), pos.getZ());
|
return ChunkPos.fromBlock(pos.getX(), pos.getZ());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 注册 /autostore api 子命令组:
|
||||||
|
* <ul>
|
||||||
|
* <li>/autostore api status —— 查看 API 连通状态、最近拉取时间与数据量</li>
|
||||||
|
* <li>/autostore api key <key> —— 设置并启用 API Key</li>
|
||||||
|
* <li>/autostore api on / off —— 启用/停用 API 数据源</li>
|
||||||
|
* <li>/autostore api refresh —— 立即拉取己方邦国 API 领土数据</li>
|
||||||
|
* <li>/autostore api full —— 手动拉取全服领土(重接口,慎用)</li>
|
||||||
|
* <li>/autostore api union <邦国名> —— 查询某邦国在 API 中的区块数</li>
|
||||||
|
* </ul>
|
||||||
|
*/
|
||||||
|
private static void registerApiCommands(LiteralArgumentBuilder<FabricClientCommandSource> root, AutoStoreModClient mod) {
|
||||||
|
LiteralArgumentBuilder<FabricClientCommandSource> api = ClientCommandManager.literal("api");
|
||||||
|
|
||||||
|
// api status
|
||||||
|
api.then(ClientCommandManager.literal("status").executes(ctx -> {
|
||||||
|
var client = mod.dataService().apiClient();
|
||||||
|
StringBuilder sb = new StringBuilder("API 状态:");
|
||||||
|
sb.append(mod.dataService().isApiEnabled() ? "已启用" : "未启用");
|
||||||
|
sb.append(" | Key:").append(client.hasApiKey() ? "已配置(" + maskKey(client.getApiKey()) + ")" : "未配置");
|
||||||
|
if (mod.dataService().lastApiSuccessMillis() > 0) {
|
||||||
|
long seconds = (System.currentTimeMillis() - mod.dataService().lastApiSuccessMillis()) / 1000L;
|
||||||
|
sb.append("\n最近成功拉取:").append(seconds >= 60 ? seconds / 60 + " 分钟前" : seconds + " 秒前");
|
||||||
|
} else {
|
||||||
|
sb.append("\n最近成功拉取:从未");
|
||||||
|
}
|
||||||
|
Map<String, java.util.Set<ChunkPos>> snapshot = mod.dataService().apiTerritorySnapshot(); int total = 0;
|
||||||
|
for (java.util.Set<ChunkPos> chunks : snapshot.values()) {
|
||||||
|
total += chunks.size();
|
||||||
|
}
|
||||||
|
sb.append(" | API 邦国数:").append(snapshot.size()).append(" | API 区块数:").append(total);
|
||||||
|
if (!client.lastError().isEmpty()) {
|
||||||
|
sb.append("\n最近错误:").append(client.lastError());
|
||||||
|
}
|
||||||
|
ctx.getSource().sendFeedback(Text.literal(sb.toString()));
|
||||||
|
return 1;
|
||||||
|
}));
|
||||||
|
|
||||||
|
// api key <key>
|
||||||
|
api.then(ClientCommandManager.literal("key").then(ClientCommandManager.argument("key", StringArgumentType.greedyString()).executes(ctx -> {
|
||||||
|
String key = StringArgumentType.getString(ctx, "key").trim();
|
||||||
|
if (key.isEmpty()) {
|
||||||
|
ctx.getSource().sendError(Text.literal("Key 不能为空"));
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
mod.config().apiKey = key;
|
||||||
|
mod.config().apiEnabled = true;
|
||||||
|
mod.saveConfig();
|
||||||
|
ctx.getSource().sendFeedback(Text.literal("API Key 已设置并启用(" + maskKey(key) + ")"));
|
||||||
|
return 1;
|
||||||
|
})));
|
||||||
|
|
||||||
|
// api on / off
|
||||||
|
api.then(ClientCommandManager.literal("on").executes(ctx -> {
|
||||||
|
if (mod.config().apiKey.isBlank()) {
|
||||||
|
ctx.getSource().sendError(Text.literal("请先用 /autostore api key <key> 设置 API Key"));
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
mod.config().apiEnabled = true;
|
||||||
|
mod.saveConfig();
|
||||||
|
ctx.getSource().sendFeedback(Text.literal("API 数据源已启用,轮询间隔 " + mod.config().apiRefreshIntervalSeconds + " 秒"));
|
||||||
|
return 1;
|
||||||
|
}));
|
||||||
|
api.then(ClientCommandManager.literal("off").executes(ctx -> {
|
||||||
|
mod.config().apiEnabled = false;
|
||||||
|
mod.saveConfig();
|
||||||
|
ctx.getSource().sendFeedback(Text.literal("API 数据源已停用"));
|
||||||
|
return 1;
|
||||||
|
}));
|
||||||
|
|
||||||
|
// api refresh
|
||||||
|
api.then(ClientCommandManager.literal("refresh").executes(ctx -> {
|
||||||
|
if (!mod.dataService().apiClient().hasApiKey()) {
|
||||||
|
ctx.getSource().sendError(Text.literal("未配置 API Key,请先用 /autostore api key <key> 设置"));
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
ctx.getSource().sendFeedback(Text.literal("正在拉取 API 领土数据(邦国:" + (mod.dataService().selectedStateName().isEmpty() ? "未选择" : mod.dataService().selectedStateName()) + ")"));
|
||||||
|
mod.dataService().refreshApiAsync();
|
||||||
|
return 1;
|
||||||
|
}));
|
||||||
|
|
||||||
|
// api full(重接口,手动触发)
|
||||||
|
api.then(ClientCommandManager.literal("full").executes(ctx -> {
|
||||||
|
ctx.getSource().sendFeedback(Text.literal("正在拉取全服领土数据(数据量大,可能需要较长时间)…"));
|
||||||
|
mod.dataService().fetchAllTerritoryOnce(error -> net.minecraft.client.MinecraftClient.getInstance().execute(() -> {
|
||||||
|
if (error == null) {
|
||||||
|
ctx.getSource().sendFeedback(Text.literal("全服领土数据拉取完成,已合并入本地模型"));
|
||||||
|
} else {
|
||||||
|
ctx.getSource().sendError(Text.literal("全服领土拉取失败:" + error));
|
||||||
|
}
|
||||||
|
}));
|
||||||
|
return 1;
|
||||||
|
}));
|
||||||
|
|
||||||
|
// api union <邦国名>
|
||||||
|
api.then(ClientCommandManager.literal("union").then(ClientCommandManager.argument("name", StringArgumentType.greedyString()).executes(ctx -> {
|
||||||
|
String name = StringArgumentType.getString(ctx, "name").trim();
|
||||||
|
var client = mod.dataService().apiClient();
|
||||||
|
if (!client.hasApiKey()) {
|
||||||
|
ctx.getSource().sendError(Text.literal("未配置 API Key,请先用 /autostore api key <key> 设置"));
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
ctx.getSource().sendFeedback(Text.literal("正在查询邦国:" + name));
|
||||||
|
// 网络请求不能阻塞主线程:在 API 调度线程执行,结果回切主线程反馈
|
||||||
|
net.minecraft.client.MinecraftClient.getInstance().execute(() ->
|
||||||
|
java.util.concurrent.CompletableFuture.runAsync(() -> {
|
||||||
|
var union = client.getUnion(name);
|
||||||
|
net.minecraft.client.MinecraftClient.getInstance().execute(() -> {
|
||||||
|
if (union == null) {
|
||||||
|
ctx.getSource().sendError(Text.literal("API 未找到该邦国:" + name
|
||||||
|
+ (client.lastError().isEmpty() ? "" : "(" + client.lastError() + ")")));
|
||||||
|
} else {
|
||||||
|
ctx.getSource().sendFeedback(Text.literal(
|
||||||
|
"邦国:" + union.name() + "(id=" + union.id() + ")"
|
||||||
|
+ " | 君主:" + union.leader()
|
||||||
|
+ " | 成员:" + union.memberCount()
|
||||||
|
+ " | 区块:" + union.chunkCount()
|
||||||
|
+ " | 面积:" + union.blockArea()
|
||||||
|
+ " | 特产:" + union.specialOutput()));
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}));
|
||||||
|
return 1;
|
||||||
|
})));
|
||||||
|
|
||||||
|
root.then(api);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** API Key 打码显示:保留前 8 位与后 4 位,中间以 … 代替 */
|
||||||
|
private static String maskKey(String key) {
|
||||||
|
if (key == null || key.length() <= 12) {
|
||||||
|
return "***";
|
||||||
|
}
|
||||||
|
return key.substring(0, 8) + "…" + key.substring(key.length() - 4);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -45,10 +45,22 @@ public final class ConfigStore {
|
|||||||
if (loaded == null) {
|
if (loaded == null) {
|
||||||
return new ExpansionConfig();
|
return new ExpansionConfig();
|
||||||
}
|
}
|
||||||
// 以下字段为固定默认值,防止旧配置文件中的异常值影响运行
|
// autoEat/eatThreshold 字段为固定默认值,防止旧配置文件中的异常值影响运行;
|
||||||
|
// 注意:maxRings 由 /autostore rings 命令持久化,不得在此覆盖,否则命令设置会在重启后失效
|
||||||
loaded.autoEat = true;
|
loaded.autoEat = true;
|
||||||
loaded.eatThreshold = 14;
|
loaded.eatThreshold = 14;
|
||||||
loaded.maxRings = 0;
|
// 耐久保护阈值钳制到合理区间,防止异常值导致永不回城或刚出门就回城
|
||||||
|
if (loaded.durabilityThreshold < 1 || loaded.durabilityThreshold > 99) {
|
||||||
|
loaded.durabilityThreshold = 15;
|
||||||
|
}
|
||||||
|
// API Key 兜底:配置文件未填写时从环境变量 SIMP_API_KEY 读取
|
||||||
|
//(密钥不进代码仓库,开发环境由 .env 提供,运行环境可设置系统环境变量)
|
||||||
|
if (loaded.apiKey == null || loaded.apiKey.isBlank()) {
|
||||||
|
String envKey = System.getenv("SIMP_API_KEY");
|
||||||
|
if (envKey != null && !envKey.isBlank()) {
|
||||||
|
loaded.apiKey = envKey.trim();
|
||||||
|
}
|
||||||
|
}
|
||||||
return loaded;
|
return loaded;
|
||||||
} catch (Exception e) {
|
} catch (Exception e) {
|
||||||
// 解析失败时回退到默认配置
|
// 解析失败时回退到默认配置
|
||||||
|
|||||||
@@ -31,6 +31,15 @@ public class ExpansionConfig {
|
|||||||
/** 超时后的最大重试次数 */
|
/** 超时后的最大重试次数 */
|
||||||
public int retries = 2;
|
public int retries = 2;
|
||||||
|
|
||||||
|
/** 连续寻路超时累计达到该秒数后,发送 /u return 回城传送并重新开始(默认 60 秒) */
|
||||||
|
public int returnThresholdSeconds = 60;
|
||||||
|
|
||||||
|
/** 发送 /u return 后等待传送完成的时间(秒);默认 12 秒,覆盖 10 秒传送延迟并留余量 */
|
||||||
|
public int returnWaitSeconds = 12;
|
||||||
|
|
||||||
|
/** 单个目标最多触发"往边上走两步"自救的轮数;每轮走两步后仍超时再重试,多轮无效后才回城/切换目标(默认 3) */
|
||||||
|
public int sideStepMaxRounds = 3;
|
||||||
|
|
||||||
/** 区域扩地策略的中心 X 坐标(区块) */
|
/** 区域扩地策略的中心 X 坐标(区块) */
|
||||||
public int regionCenterX;
|
public int regionCenterX;
|
||||||
|
|
||||||
@@ -67,6 +76,12 @@ public class ExpansionConfig {
|
|||||||
/** 是否允许 Baritone 放置方块 */
|
/** 是否允许 Baritone 放置方块 */
|
||||||
public boolean allowPlace;
|
public boolean allowPlace;
|
||||||
|
|
||||||
|
/** 寻路高度偏好:true 时寻路优先往高处走(y 越大启发成本越低/优先级越高,y 越小施惩罚) */
|
||||||
|
public boolean altitudePreference = true;
|
||||||
|
|
||||||
|
/** 高度偏好权重:每上升 1 格折算的启发成本减少量(越大越明显偏向高处,默认 0.1) */
|
||||||
|
public double altitudeWeight = 0.1;
|
||||||
|
|
||||||
/** 是否启用避开怪物 */
|
/** 是否启用避开怪物 */
|
||||||
public boolean avoidMobs = true;
|
public boolean avoidMobs = true;
|
||||||
|
|
||||||
@@ -76,12 +91,45 @@ public class ExpansionConfig {
|
|||||||
/** 触发自动进食的饥饿值阈值(0-20) */
|
/** 触发自动进食的饥饿值阈值(0-20) */
|
||||||
public int eatThreshold = 14;
|
public int eatThreshold = 14;
|
||||||
|
|
||||||
|
/** 是否启用自动攻击:扩地途中自动面向并攻击范围内的敌对生物(铁傀儡/僵尸猪灵等中立生物永不攻击) */
|
||||||
|
public boolean autoAttack = true;
|
||||||
|
|
||||||
|
/** 是否启用耐久保护:装备耐久过低时发送 /u return 回城并停止扩地,防止装备被怪物磨没 */
|
||||||
|
public boolean durabilityGuard = true;
|
||||||
|
|
||||||
|
/** 耐久保护阈值:主手/副手/盔甲任意一件剩余耐久百分比 ≤ 该值时触发回城(1-99,默认 15) */
|
||||||
|
public int durabilityThreshold = 15;
|
||||||
|
|
||||||
|
/** 是否启用自动用船过水:路径前方出现开阔水域时自动放船登船,上岸前自动下船回收(默认 true) */
|
||||||
|
public boolean autoBoat = true;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 触发自动用船的水面最小宽度(格):玩家前进方向上连续水方块数 ≥ 该值时放船登船。
|
||||||
|
* 避免小水洼/小溪浪费船只。默认 4。
|
||||||
|
*/
|
||||||
|
public int autoBoatMinWidth = 4;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 自动用船最短水域长度(格):玩家前进方向上从当前位置到首个非水方块的距离 ≥ 该值才放船登船。
|
||||||
|
* 比宽度更稳健(防止横跨窄长水道时还在岸上就提前登船)。默认 6。
|
||||||
|
*/
|
||||||
|
public int autoBoatMinLength = 6;
|
||||||
|
|
||||||
/** 扩圈上限(0 表示不限制) */
|
/** 扩圈上限(0 表示不限制) */
|
||||||
public int maxRings;
|
public int maxRings;
|
||||||
|
|
||||||
/** 地图自动刷新间隔(秒),最小 10 秒 */
|
/** 地图自动刷新间隔(秒),最小 10 秒 */
|
||||||
public int refreshIntervalSeconds = 30;
|
public int refreshIntervalSeconds = 30;
|
||||||
|
|
||||||
|
/** 是否启用 SimpCore 开放 API 作为占领判定补充来源 */
|
||||||
|
public boolean apiEnabled = false;
|
||||||
|
|
||||||
|
/** SimpCore 开放 API Key(在 https://open.bgjq.top 申请;留空时回退读环境变量 SIMP_API_KEY) */
|
||||||
|
public String apiKey = "";
|
||||||
|
|
||||||
|
/** API 领土数据轮询间隔(秒),最小 60;服务端有缓存且限流,不宜过快 */
|
||||||
|
public int apiRefreshIntervalSeconds = 180;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 深拷贝当前配置,返回一个独立的副本。
|
* 深拷贝当前配置,返回一个独立的副本。
|
||||||
*
|
*
|
||||||
@@ -94,6 +142,9 @@ public class ExpansionConfig {
|
|||||||
c.targetCount = this.targetCount;
|
c.targetCount = this.targetCount;
|
||||||
c.waitTimeoutSeconds = this.waitTimeoutSeconds;
|
c.waitTimeoutSeconds = this.waitTimeoutSeconds;
|
||||||
c.retries = this.retries;
|
c.retries = this.retries;
|
||||||
|
c.returnThresholdSeconds = this.returnThresholdSeconds;
|
||||||
|
c.returnWaitSeconds = this.returnWaitSeconds;
|
||||||
|
c.sideStepMaxRounds = this.sideStepMaxRounds;
|
||||||
c.regionCenterX = this.regionCenterX;
|
c.regionCenterX = this.regionCenterX;
|
||||||
c.regionCenterZ = this.regionCenterZ;
|
c.regionCenterZ = this.regionCenterZ;
|
||||||
c.regionRadius = this.regionRadius;
|
c.regionRadius = this.regionRadius;
|
||||||
@@ -106,11 +157,22 @@ public class ExpansionConfig {
|
|||||||
c.allowJump = this.allowJump;
|
c.allowJump = this.allowJump;
|
||||||
c.allowBreak = this.allowBreak;
|
c.allowBreak = this.allowBreak;
|
||||||
c.allowPlace = this.allowPlace;
|
c.allowPlace = this.allowPlace;
|
||||||
|
c.altitudePreference = this.altitudePreference;
|
||||||
|
c.altitudeWeight = this.altitudeWeight;
|
||||||
c.avoidMobs = this.avoidMobs;
|
c.avoidMobs = this.avoidMobs;
|
||||||
c.autoEat = this.autoEat;
|
c.autoEat = this.autoEat;
|
||||||
c.eatThreshold = this.eatThreshold;
|
c.eatThreshold = this.eatThreshold;
|
||||||
|
c.autoAttack = this.autoAttack;
|
||||||
|
c.durabilityGuard = this.durabilityGuard;
|
||||||
|
c.durabilityThreshold = this.durabilityThreshold;
|
||||||
|
c.autoBoat = this.autoBoat;
|
||||||
|
c.autoBoatMinWidth = this.autoBoatMinWidth;
|
||||||
|
c.autoBoatMinLength = this.autoBoatMinLength;
|
||||||
c.maxRings = this.maxRings;
|
c.maxRings = this.maxRings;
|
||||||
c.refreshIntervalSeconds = this.refreshIntervalSeconds;
|
c.refreshIntervalSeconds = this.refreshIntervalSeconds;
|
||||||
|
c.apiEnabled = this.apiEnabled;
|
||||||
|
c.apiKey = this.apiKey;
|
||||||
|
c.apiRefreshIntervalSeconds = this.apiRefreshIntervalSeconds;
|
||||||
return c;
|
return c;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,13 +5,22 @@
|
|||||||
package autostore.client.controller;
|
package autostore.client.controller;
|
||||||
|
|
||||||
import autostore.client.bridge.BaritoneBridge;
|
import autostore.client.bridge.BaritoneBridge;
|
||||||
|
import autostore.client.combat.AutoCombat;
|
||||||
import autostore.client.config.ExpansionConfig;
|
import autostore.client.config.ExpansionConfig;
|
||||||
import autostore.client.monitor.SubtitleChatMonitor;
|
import autostore.client.monitor.SubtitleChatMonitor;
|
||||||
|
import autostore.client.navigation.AutoBoatController;
|
||||||
import autostore.client.planner.ExpansionPlanner;
|
import autostore.client.planner.ExpansionPlanner;
|
||||||
import autostore.client.territory.ChunkPos;
|
import autostore.client.territory.ChunkPos;
|
||||||
import autostore.client.territory.TerritoryDataService;
|
import autostore.client.territory.TerritoryDataService;
|
||||||
import autostore.client.territory.TerritoryModel;
|
import autostore.client.territory.TerritoryModel;
|
||||||
import autostore.client.territory.TerritoryState;
|
import autostore.client.territory.TerritoryState;
|
||||||
|
import baritone.api.event.events.PathEvent;
|
||||||
|
import java.io.IOException;
|
||||||
|
import java.nio.charset.StandardCharsets;
|
||||||
|
import java.nio.file.Files;
|
||||||
|
import java.nio.file.Path;
|
||||||
|
import java.time.LocalTime;
|
||||||
|
import java.time.format.DateTimeFormatter;
|
||||||
import java.util.ArrayDeque;
|
import java.util.ArrayDeque;
|
||||||
import java.util.ArrayList;
|
import java.util.ArrayList;
|
||||||
import java.util.Deque;
|
import java.util.Deque;
|
||||||
@@ -20,13 +29,19 @@ import java.util.List;
|
|||||||
import java.util.Set;
|
import java.util.Set;
|
||||||
import net.fabricmc.api.EnvType;
|
import net.fabricmc.api.EnvType;
|
||||||
import net.fabricmc.api.Environment;
|
import net.fabricmc.api.Environment;
|
||||||
|
import net.fabricmc.loader.api.FabricLoader;
|
||||||
import net.minecraft.util.Hand;
|
import net.minecraft.util.Hand;
|
||||||
|
import net.minecraft.entity.EquipmentSlot;
|
||||||
|
import net.minecraft.entity.LivingEntity;
|
||||||
import net.minecraft.entity.player.PlayerEntity;
|
import net.minecraft.entity.player.PlayerEntity;
|
||||||
import net.minecraft.entity.player.PlayerInventory;
|
import net.minecraft.entity.player.PlayerInventory;
|
||||||
|
import net.minecraft.entity.vehicle.AbstractBoatEntity;
|
||||||
import net.minecraft.item.ItemStack;
|
import net.minecraft.item.ItemStack;
|
||||||
import net.minecraft.util.math.BlockPos;
|
import net.minecraft.util.math.BlockPos;
|
||||||
|
import net.minecraft.util.math.Vec3d;
|
||||||
import net.minecraft.client.MinecraftClient;
|
import net.minecraft.client.MinecraftClient;
|
||||||
import net.minecraft.component.DataComponentTypes;
|
import net.minecraft.component.DataComponentTypes;
|
||||||
|
import net.minecraft.text.Text;
|
||||||
|
|
||||||
@Environment(value=EnvType.CLIENT)
|
@Environment(value=EnvType.CLIENT)
|
||||||
/**
|
/**
|
||||||
@@ -34,16 +49,29 @@ import net.minecraft.component.DataComponentTypes;
|
|||||||
*
|
*
|
||||||
* <p>工作流程:规划(PLANNING)→ 寻路(PATHING)→ 等待开垦(WAITING)→ 成功/失败(SUCCESS/FAIL)→ 下一个目标(NEXT)→ 完成(COMPLETE)。
|
* <p>工作流程:规划(PLANNING)→ 寻路(PATHING)→ 等待开垦(WAITING)→ 成功/失败(SUCCESS/FAIL)→ 下一个目标(NEXT)→ 完成(COMPLETE)。
|
||||||
* 每帧由 {@link #tick()} 驱动,通过 Baritone 自动寻路到目标区块,
|
* 每帧由 {@link #tick()} 驱动,通过 Baritone 自动寻路到目标区块,
|
||||||
* 并监听聊天/字幕消息判断开垦是否成功。支持自动进食、超时重试、手动停止等功能。
|
* 并监听聊天/字幕消息判断开垦是否成功。支持自动进食、自动攻击敌对生物、
|
||||||
|
* 低耐久自动回城、超时重试、手动停止等功能。
|
||||||
*/
|
*/
|
||||||
public final class ExpansionController
|
public final class ExpansionController
|
||||||
implements SubtitleChatMonitor.Listener {
|
implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener {
|
||||||
/** 日志环形缓冲区的最大条数 */
|
/** 日志环形缓冲区的最大条数(含导出用详细日志,故调大) */
|
||||||
private static final int MAX_LOGS = 80;
|
private static final int MAX_LOGS = 2000;
|
||||||
|
/** 日志时间戳格式(时:分:秒) */
|
||||||
|
private static final DateTimeFormatter LOG_TIME_FORMAT = DateTimeFormatter.ofPattern("HH:mm:ss");
|
||||||
|
/** 允许开拓的现实时间起始小时(含,本地时区) */
|
||||||
|
private static final int CLAIM_START_HOUR = 11;
|
||||||
|
/** 允许开拓的现实时间结束小时(不含,本地时区),即 22:00 起停止开拓 */
|
||||||
|
private static final int CLAIM_END_HOUR = 22;
|
||||||
|
/** 自动攻击索敌半径(格):只攻击进入该范围的敌对生物,不追击,避免打断扩地寻路 */
|
||||||
|
private static final double AUTO_ATTACK_SCAN_RANGE = 4.5;
|
||||||
|
/** 耐久保护检查间隔(tick),40 tick ≈ 2 秒 */
|
||||||
|
private static final int DURABILITY_CHECK_INTERVAL_TICKS = 40;
|
||||||
/** Baritone 寻路桥接(负责自动移动) */
|
/** Baritone 寻路桥接(负责自动移动) */
|
||||||
private final BaritoneBridge baritoneBridge = new BaritoneBridge();
|
private final BaritoneBridge baritoneBridge = new BaritoneBridge();
|
||||||
/** 扩地规划器(决定下一个目标区块) */
|
/** 扩地规划器(决定下一个目标区块) */
|
||||||
private final ExpansionPlanner planner = new ExpansionPlanner();
|
private final ExpansionPlanner planner = new ExpansionPlanner();
|
||||||
|
/** 自动用船过水辅助(开阔水域自动放船登船、上岸前自动下船回收) */
|
||||||
|
private final AutoBoatController autoBoat = new AutoBoatController();
|
||||||
/** 聊天/字幕监听器(识别开垦进度与结果) */
|
/** 聊天/字幕监听器(识别开垦进度与结果) */
|
||||||
private final SubtitleChatMonitor monitor = new SubtitleChatMonitor(this);
|
private final SubtitleChatMonitor monitor = new SubtitleChatMonitor(this);
|
||||||
/** 领土数据服务(提供实时领土模型) */
|
/** 领土数据服务(提供实时领土模型) */
|
||||||
@@ -76,9 +104,39 @@ implements SubtitleChatMonitor.Listener {
|
|||||||
private final Set<ChunkPos> claimedSet = new HashSet<>();
|
private final Set<ChunkPos> claimedSet = new HashSet<>();
|
||||||
/** 是否正在自动进食 */
|
/** 是否正在自动进食 */
|
||||||
private boolean eating;
|
private boolean eating;
|
||||||
|
/** Baritone 最近一次路径计算是否失败(目标不可达);由事件监听设置,寻路阶段消费 */
|
||||||
|
private volatile boolean pathCalcFailed;
|
||||||
|
/** 等待开拓时段自动开始:不在 11:00-22:00 时点击开始会暂存配置,进入时段后自动启动(null 表示无等待任务) */
|
||||||
|
private ExpansionConfig pendingStart;
|
||||||
|
/** 连续寻路超时累计时长(毫秒):多次寻路超时逐次累加,达到阈值触发 /u return 回城传送 */
|
||||||
|
private long consecutiveTimeoutMillis;
|
||||||
|
/** 发送 /u return 回城指令的时间戳(RETURNING 状态使用,用于等待传送完成) */
|
||||||
|
private long returnStartMillis;
|
||||||
|
/** 当前目标已触发"往边上走两步"的次数(每次重试耗尽先走两步再试,达上限才切换目标/回城) */
|
||||||
|
private int sideStepCount;
|
||||||
|
/** 是否正在"往边上走两步"阶段(手动向目标连线垂直方向走开约 2.5 格再重试) */
|
||||||
|
private boolean sideStepping;
|
||||||
|
/** 边走两步的方向符号(+1 左侧 / -1 右侧),被挡时换另一侧 */
|
||||||
|
private int sideStepSign = 1;
|
||||||
|
/** 边走两步的整体超时截止时间戳(毫秒) */
|
||||||
|
private long sideStepDeadlineMillis;
|
||||||
|
/** 最近一次换向/开始的时间戳(毫秒,用于判断该方向是否卡住) */
|
||||||
|
private long sideStepSinceMillis;
|
||||||
|
/** 边走两步开始时的玩家方块坐标(用于判断是否已走开约 2.5 格) */
|
||||||
|
private BlockPos sideStepStartPos;
|
||||||
|
/** 耐久保护检查计数器:每 {@link #DURABILITY_CHECK_INTERVAL_TICKS} 帧检查一次装备耐久 */
|
||||||
|
private int durabilityCheckCounter;
|
||||||
|
/** 本次回城是否由耐久保护触发:RETURNING 等待结束后停止任务(等待玩家修复装备),而非重新规划 */
|
||||||
|
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) {
|
public ExpansionController(TerritoryDataService dataService) {
|
||||||
this.dataService = dataService;
|
this.dataService = dataService;
|
||||||
|
// 注册路径事件监听,及时识别“目标不可达”并跳过(避免大山/悬崖地形傻等超时)
|
||||||
|
this.baritoneBridge.addPathListener(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
public SubtitleChatMonitor monitor() {
|
public SubtitleChatMonitor monitor() {
|
||||||
@@ -121,6 +179,22 @@ implements SubtitleChatMonitor.Listener {
|
|||||||
return this.state != State.IDLE && this.state != State.COMPLETE && this.state != State.STOPPED;
|
return this.state != State.IDLE && this.state != State.COMPLETE && this.state != State.STOPPED;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** @return 是否处于"等待开拓时段自动开始"状态 */
|
||||||
|
public boolean isWaitingForClaimTime() {
|
||||||
|
return this.pendingStart != null;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 判断当前现实时间(本地时区)是否在允许开拓的时间段内。
|
||||||
|
* 仅 11:00(含)到 22:00(不含)允许开拓,其余时段服务器会拒绝开拓。
|
||||||
|
*
|
||||||
|
* @return true 表示当前在允许开拓时段内
|
||||||
|
*/
|
||||||
|
public static boolean isWithinClaimTime() {
|
||||||
|
int hour = LocalTime.now().getHour();
|
||||||
|
return hour >= CLAIM_START_HOUR && hour < CLAIM_END_HOUR;
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 启动自动扩地任务。
|
* 启动自动扩地任务。
|
||||||
*
|
*
|
||||||
@@ -141,6 +215,16 @@ implements SubtitleChatMonitor.Listener {
|
|||||||
this.status = "Baritone \u5c1a\u672a\u521d\u59cb\u5316\uff0c\u8bf7\u7a0d\u540e\u518d\u8bd5";
|
this.status = "Baritone \u5c1a\u672a\u521d\u59cb\u5316\uff0c\u8bf7\u7a0d\u540e\u518d\u8bd5";
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
// 现实时间限制:仅 11:00-22:00 允许开拓,其余时段服务器会拒绝开拓(等待超时)。
|
||||||
|
// 不在时段时不再直接拒绝,而是登记"等待自动开始":进入时段后由 tick() 自动启动。
|
||||||
|
if (!ExpansionController.isWithinClaimTime()) {
|
||||||
|
this.pendingStart = requestedConfig.copy();
|
||||||
|
this.setState(State.IDLE, "\u7b49\u5f85\u5f00\u62d3\u65f6\u6bb5\uff0c11:00 \u81ea\u52a8\u5f00\u59cb");
|
||||||
|
this.log("\u4e0d\u5728\u5f00\u62d3\u65f6\u6bb5\u5185\uff0811:00-22:00\uff09\uff0c\u5df2\u767b\u8bb0\u81ea\u52a8\u5f00\u59cb\uff0c\u5f53\u524d\u73b0\u5b9e\u65f6\u95f4 " + LocalTime.now().format(LOG_TIME_FORMAT));
|
||||||
|
// 给玩家发送聊天栏提示,避免玩家未打开 GUI 时看不到原因
|
||||||
|
client.player.sendMessage(Text.literal("[AutoStore] \u4e0d\u5728\u5f00\u62d3\u65f6\u6bb5\u5185\uff0811:00-22:00\uff09\uff0c\u5df2\u767b\u8bb0\uff1a\u8fdb\u5165\u65f6\u6bb5\u540e\u81ea\u52a8\u5f00\u59cb"), false);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
this.config = requestedConfig.copy();
|
this.config = requestedConfig.copy();
|
||||||
this.model = this.dataService.model();
|
this.model = this.dataService.model();
|
||||||
this.playerChunk = this.playerChunk(client);
|
this.playerChunk = this.playerChunk(client);
|
||||||
@@ -164,6 +248,12 @@ implements SubtitleChatMonitor.Listener {
|
|||||||
}
|
}
|
||||||
this.completedClaims = 0;
|
this.completedClaims = 0;
|
||||||
this.retryCount = 0;
|
this.retryCount = 0;
|
||||||
|
this.consecutiveTimeoutMillis = 0L;
|
||||||
|
this.sideStepCount = 0;
|
||||||
|
this.sideStepping = false;
|
||||||
|
this.returnThenStop = false;
|
||||||
|
this.durabilityCheckCounter = 0;
|
||||||
|
this.combatTargetEntityId = -1;
|
||||||
this.queue.clear();
|
this.queue.clear();
|
||||||
this.claimedSet.clear();
|
this.claimedSet.clear();
|
||||||
this.target = null;
|
this.target = null;
|
||||||
@@ -175,12 +265,26 @@ implements SubtitleChatMonitor.Listener {
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 手动停止任务:取消 Baritone 寻路并进入 STOPPED 状态 */
|
/** 手动停止任务:取消 Baritone 寻路并进入 STOPPED 状态;若处于等待自动开始,则取消等待 */
|
||||||
public void stop() {
|
public void stop() {
|
||||||
|
if (this.pendingStart != null) {
|
||||||
|
this.pendingStart = null;
|
||||||
|
this.setState(State.IDLE, "\u5df2\u53d6\u6d88\u81ea\u52a8\u5f00\u59cb");
|
||||||
|
this.log("\u5df2\u53d6\u6d88\u7b49\u5f85\u81ea\u52a8\u5f00\u59cb");
|
||||||
|
return;
|
||||||
|
}
|
||||||
if (this.state == State.IDLE || this.state == State.COMPLETE || this.state == State.STOPPED) {
|
if (this.state == State.IDLE || this.state == State.COMPLETE || this.state == State.STOPPED) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
this.baritoneBridge.cancel();
|
this.baritoneBridge.cancel();
|
||||||
|
// 若正处于"往边上走两步"阶段,先释放手动按下的前进键
|
||||||
|
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;
|
this.eating = false;
|
||||||
this.setState(State.STOPPED, "\u5df2\u624b\u52a8\u505c\u6b62");
|
this.setState(State.STOPPED, "\u5df2\u624b\u52a8\u505c\u6b62");
|
||||||
this.log("\u5df2\u624b\u52a8\u505c\u6b62");
|
this.log("\u5df2\u624b\u52a8\u505c\u6b62");
|
||||||
@@ -188,8 +292,8 @@ implements SubtitleChatMonitor.Listener {
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* 每帧驱动逻辑(由客户端 tick 事件调用):
|
* 每帧驱动逻辑(由客户端 tick 事件调用):
|
||||||
* 更新玩家区块,优先处理自动进食,再按当前状态分发到对应的 tick 方法。
|
* 更新玩家区块,依次处理自动进食、耐久保护、自动游泳、自动攻击,
|
||||||
* 若已退出世界则自动停止任务。
|
* 再按当前状态分发到对应的 tick 方法。若已退出世界则自动停止任务。
|
||||||
*/
|
*/
|
||||||
public void tick() {
|
public void tick() {
|
||||||
MinecraftClient client = MinecraftClient.getInstance();
|
MinecraftClient client = MinecraftClient.getInstance();
|
||||||
@@ -201,34 +305,68 @@ implements SubtitleChatMonitor.Listener {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
this.playerChunk = this.playerChunk(client);
|
this.playerChunk = this.playerChunk(client);
|
||||||
|
// 等待开拓时段自动开始:进入 11:00-22:00 后自动启动已登记的任务
|
||||||
|
if (this.pendingStart != null && ExpansionController.isWithinClaimTime()) {
|
||||||
|
ExpansionConfig pending = this.pendingStart;
|
||||||
|
this.pendingStart = null;
|
||||||
|
this.log("\u5df2\u8fdb\u5165\u5f00\u62d3\u65f6\u6bb5\uff0c\u81ea\u52a8\u5f00\u59cb");
|
||||||
|
this.start(pending);
|
||||||
|
}
|
||||||
|
// 现实时间限制:运行中超出 11:00-22:00 则自动停止,避免服务器拒绝开拓导致超时
|
||||||
|
if (this.isRunning() && !ExpansionController.isWithinClaimTime()) {
|
||||||
|
this.stop();
|
||||||
|
this.status = "\u5df2\u5230\u5f00\u62d3\u65f6\u9650\u5916\uff0811:00-22:00\uff09\uff0c\u4efb\u52a1\u505c\u6b62";
|
||||||
|
this.log("\u5df2\u5230\u5f00\u62d3\u65f6\u9650\u5916\uff0c\u505c\u6b62\u4efb\u52a1\uff08\u5f53\u524d\u73b0\u5b9e\u65f6\u95f4 " + LocalTime.now().format(LOG_TIME_FORMAT) + "\uff09");
|
||||||
|
client.player.sendMessage(Text.literal("[AutoStore] \u5df2\u5230\u5f00\u62d3\u65f6\u9650\u5916\uff0811:00-22:00\uff09\uff0c\u4efb\u52a1\u505c\u6b62"), false);
|
||||||
|
return;
|
||||||
|
}
|
||||||
if (this.tickAutoFood(client)) {
|
if (this.tickAutoFood(client)) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
switch (this.state.ordinal()) {
|
// 耐久保护优先于一切寻路/战斗:装备耐久过低时先回城,防止装备被怪物磨没
|
||||||
case 1: {
|
if (this.tickDurabilityGuard(client)) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.tickAutoSwim(client);
|
||||||
|
// 自动用船过水:开阔水域自动放船登船、上岸前自动下船回收
|
||||||
|
this.tickAutoBoat(client);
|
||||||
|
// 处于"往边上走两步"阶段:每帧驱动手动横向行走,走开后自动重试原目标(该阶段不自动攻击,避免抢方向键)
|
||||||
|
if (this.sideStepping) {
|
||||||
|
this.tickSideStep();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// 自动攻击:面向并攻击范围内的敌对生物(不追击,不打断寻路状态机)
|
||||||
|
this.tickAutoAttack(client);
|
||||||
|
switch (this.state) {
|
||||||
|
case PLANNING: {
|
||||||
this.plan();
|
this.plan();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 2: {
|
case PATHING: {
|
||||||
this.tickPathing();
|
this.tickPathing();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 3: {
|
case WAITING: {
|
||||||
this.tickWaiting();
|
this.tickWaiting();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 4: {
|
case SUCCESS: {
|
||||||
this.tickSuccess();
|
this.tickSuccess();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 5: {
|
case FAIL: {
|
||||||
this.tickFail();
|
this.tickFail();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 6: {
|
case NEXT: {
|
||||||
this.tickNext();
|
this.tickNext();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
case RETURNING: {
|
||||||
|
this.tickReturning();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
// IDLE / COMPLETE / STOPPED 无需每帧驱动
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -267,16 +405,22 @@ implements SubtitleChatMonitor.Listener {
|
|||||||
|
|
||||||
/** 让 Baritone 寻路前往当前目标区块,并进入 PATHING 状态 */
|
/** 让 Baritone 寻路前往当前目标区块,并进入 PATHING 状态 */
|
||||||
private void startPathing() {
|
private void startPathing() {
|
||||||
|
// 寻路前先校验目标区块是否仍与己方领土接壤(地图异步刷新后可能已不接壤),不接壤则直接跳过
|
||||||
|
if (this.skipIfTargetNotAdjacent()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
this.retryCount = 0;
|
this.retryCount = 0;
|
||||||
|
this.sideStepCount = 0;
|
||||||
this.stageStartedMillis = System.currentTimeMillis();
|
this.stageStartedMillis = System.currentTimeMillis();
|
||||||
this.lastProgress = 0;
|
this.lastProgress = 0;
|
||||||
this.baritoneBridge.pathTo(this.target);
|
this.baritoneBridge.pathTo(this.target);
|
||||||
this.setState(State.PATHING, "\u6b63\u5728\u524d\u5f80\u76ee\u6807\u533a\u5757 " + this.target.x() + "," + this.target.z());
|
this.setState(State.PATHING, "\u6b63\u5728\u524d\u5f80\u76ee\u6807\u533a\u5757 " + this.target.x() + "," + this.target.z());
|
||||||
|
this.log("\u5bfb\u8def\u524d\u5f80 " + this.target.x() + "," + this.target.z() + "\uff08\u73a9\u5bb6\u533a\u5757 " + this.playerChunk.x() + "," + this.playerChunk.z() + "\uff09");
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 寻路阶段每帧逻辑:到达目标区块后进入等待开垦状态;
|
* 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;重试耗尽先"往边上走两步"再重试,仍失败则回城(连续超时达阈值)或跳过该目标。
|
||||||
*/
|
*/
|
||||||
private void tickPathing() {
|
private void tickPathing() {
|
||||||
if (this.target == null) {
|
if (this.target == null) {
|
||||||
@@ -287,27 +431,197 @@ implements SubtitleChatMonitor.Listener {
|
|||||||
if (this.skipIfTargetClaimed("\u76ee\u6807\u5df2\u88ab\u5360\u9886")) {
|
if (this.skipIfTargetClaimed("\u76ee\u6807\u5df2\u88ab\u5360\u9886")) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
// Baritone 报告路径计算失败(目标不可达,如被悬崖/高山/水体完全隔断)。
|
||||||
|
// 不立即跳过:CALC_FAILED 常因瞬时能力限制或起点卡位误报,先重新寻路一次
|
||||||
|
//(相当于“往边上走两步再算一遍”),重试耗尽才跳过当前目标。
|
||||||
|
if (this.pathCalcFailed) {
|
||||||
|
this.pathCalcFailed = false;
|
||||||
|
++this.retryCount;
|
||||||
|
if (this.retryCount >= this.config.retries) {
|
||||||
|
// 重试耗尽:不直接切换目标/回城,先"往边上走两步"再重试原目标;可反复多轮,达上限才交给回城/切换
|
||||||
|
if (this.sideStepCount < this.config.sideStepMaxRounds) {
|
||||||
|
this.startSideStep();
|
||||||
|
} else {
|
||||||
|
this.giveUpTarget("\u5bfb\u8def\u5931\u8d25\uff08\u76ee\u6807\u4e0d\u53ef\u8fbe\uff09");
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
this.log("\u5bfb\u8def\u5931\u8d25\uff08\u76ee\u6807\u4e0d\u53ef\u8fbe\uff09\uff0c\u91cd\u65b0\u5bfb\u8def " + this.retryCount + "/" + this.config.retries);
|
||||||
|
this.dataService.refreshAsync();
|
||||||
|
this.retrySameTarget("\u5bfb\u8def\u5931\u8d25\uff0c\u91cd\u65b0\u5bfb\u8def");
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// 目标已不再与己方领土接壤(地图刷新后边界变化):立即跳过,避免走到无效区块
|
||||||
|
if (this.skipIfTargetNotAdjacent()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
if (this.playerChunk.equals(this.target)) {
|
if (this.playerChunk.equals(this.target)) {
|
||||||
this.baritoneBridge.cancel();
|
this.baritoneBridge.cancel();
|
||||||
|
// 成功到达目标:寻路不再卡死,清零连续超时计数
|
||||||
|
this.consecutiveTimeoutMillis = 0L;
|
||||||
this.stageStartedMillis = System.currentTimeMillis();
|
this.stageStartedMillis = System.currentTimeMillis();
|
||||||
this.setState(State.WAITING, "\u5df2\u5230\u8fbe\uff0c\u7b49\u5f85\u9886\u5730\u5f00\u62d3");
|
this.setState(State.WAITING, "\u5df2\u5230\u8fbe\uff0c\u7b49\u5f85\u9886\u5730\u5f00\u62d3");
|
||||||
|
this.log("\u5df2\u5230\u8fbe\u76ee\u6807 " + this.target.x() + "," + this.target.z() + "\uff0c\u5f00\u59cb\u7b49\u5f85\u5f00\u57a6");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
long elapsedSeconds = (System.currentTimeMillis() - this.stageStartedMillis) / 1000L;
|
long elapsedSeconds = (System.currentTimeMillis() - this.stageStartedMillis) / 1000L;
|
||||||
if (elapsedSeconds >= this.config.waitTimeoutSeconds) {
|
if (elapsedSeconds >= this.config.waitTimeoutSeconds) {
|
||||||
++this.retryCount;
|
++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();
|
this.dataService.refreshAsync();
|
||||||
if (this.retryCount >= this.config.retries) {
|
// 累计"连续寻路超时"时长:连续多次寻路都超时说明玩家被地形/缝隙卡死走不到目标,
|
||||||
this.log("\u5bfb\u8def\u8d85\u65f6\uff0c\u8df3\u8fc7 " + this.target.x() + "," + this.target.z());
|
// 达到阈值后作为发送 /u return 回城(约 10 秒后传送到可寻路位置)的最后手段,平时不打断重试/走两步。
|
||||||
this.setState(State.FAIL, "\u5bfb\u8def\u8d85\u65f6");
|
this.consecutiveTimeoutMillis += (long)this.config.waitTimeoutSeconds * 1000L;
|
||||||
|
if (this.retryCount < this.config.retries) {
|
||||||
|
// 未耗尽: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");
|
||||||
|
} else if (this.sideStepCount < this.config.sideStepMaxRounds) {
|
||||||
|
// 重试耗尽:先不切换目标/回城,用"往边上走两步"再重试一次(走开障碍后重新寻路原目标);可反复多轮
|
||||||
|
this.startSideStep();
|
||||||
} else {
|
} else {
|
||||||
this.log("\u5bfb\u8def\u8d85\u65f6\uff0c\u91cd\u8bd5 " + this.retryCount + "/" + this.config.retries);
|
// 多轮走两步也未能脱困:连续超时达到阈值则回城传送重新开始,否则切换目标
|
||||||
this.retrySameTarget("\u91cd\u8bd5\u524d\u5f80 " + this.target.x() + "," + this.target.z());
|
this.giveUpTarget("\u5bfb\u8def\u8d85\u65f6");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 发送 /u return 回城:取消当前寻路,向服务器发送回城指令(约 10 秒后自动传送回安全位置),
|
||||||
|
* 随后进入 RETURNING 状态等待传送完成。
|
||||||
|
*
|
||||||
|
* <p>传送完成后的走向由 {@link #returnThenStop} 决定:
|
||||||
|
* 寻路超时回城会重新规划继续扩地;耐久保护回城则停止任务,等待玩家修复装备后手动重新开始。</p>
|
||||||
|
*
|
||||||
|
* @param reason 触发回城的原因(写入日志与聊天提示)
|
||||||
|
*/
|
||||||
|
private void sendReturnCommand(String reason) {
|
||||||
|
this.baritoneBridge.cancel();
|
||||||
|
MinecraftClient client = MinecraftClient.getInstance();
|
||||||
|
if (client != null && client.player != null) {
|
||||||
|
this.log(reason + ",发送 /u return 回城,10 秒后自动传送");
|
||||||
|
// 通过玩家网络处理器发送聊天指令 /u return(Yarn 映射:sendChatCommand 自动带上前缀斜杠)
|
||||||
|
client.player.networkHandler.sendChatCommand("u return");
|
||||||
|
client.player.sendMessage(Text.literal("[AutoStore] " + reason + ",已发送 /u return,传送后"
|
||||||
|
+ (this.returnThenStop ? "停止扩地" : "重新扩地")), false);
|
||||||
|
} else {
|
||||||
|
this.log(reason + ",但玩家不在世界,跳过");
|
||||||
|
}
|
||||||
|
this.returnStartMillis = System.currentTimeMillis();
|
||||||
|
this.setState(State.RETURNING, "等待回城传送(10 秒后自动传送)");
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 回城传送等待阶段每帧逻辑:
|
||||||
|
* 发送 /u return 后服务器约 10 秒把玩家传送回安全位置。
|
||||||
|
* 等待 {@code returnWaitSeconds} 秒(覆盖传送延迟并留余量)后:
|
||||||
|
* 耐久保护触发的回城 → 停止任务并提示修复装备;
|
||||||
|
* 寻路超时触发的回城 → 清零连续超时计数并重新规划扩地计划,从最高优先级区块重新开始。
|
||||||
|
*/
|
||||||
|
private void tickReturning() {
|
||||||
|
long elapsedMillis = System.currentTimeMillis() - this.returnStartMillis;
|
||||||
|
if (elapsedMillis < (long)this.config.returnWaitSeconds * 1000L) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (this.returnThenStop) {
|
||||||
|
this.returnThenStop = false;
|
||||||
|
this.log("耐久保护回城完成,任务已停止;请修复/更换装备后重新开始扩地");
|
||||||
|
this.setState(State.STOPPED, "装备耐久过低已回城,请修复装备后重新开始");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.consecutiveTimeoutMillis = 0L;
|
||||||
|
this.log("\u56de\u57ce\u4f20\u9001\u5b8c\u6210\uff0c\u91cd\u65b0\u89c4\u5212\u5e76\u4ece\u6700\u9ad8\u4f18\u5148\u7ea7\u533a\u5757\u5f00\u59cb");
|
||||||
|
// 重新规划:清空队列重新生成计划,从队首(最高优先级)区块开始寻路
|
||||||
|
this.plan();
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 目标寻路重试耗尽时的脱困策略入口:
|
||||||
|
* 取消当前寻路,改为手动朝"目标连线垂直方向"走开约 2.5 格(左右各试一侧),
|
||||||
|
* 走开后自动重新寻路原目标;走不开/超时则再走两步或交给 {@link #giveUpTarget} 回城/切换目标。
|
||||||
|
* 每个目标最多触发 {@code sideStepMaxRounds} 轮(sideStepCount 在 startPathing 时重置)。
|
||||||
|
*/
|
||||||
|
private void startSideStep() {
|
||||||
|
this.baritoneBridge.cancel();
|
||||||
|
MinecraftClient client = MinecraftClient.getInstance();
|
||||||
|
this.sideStepping = true;
|
||||||
|
++this.sideStepCount;
|
||||||
|
this.sideStepSign = 1; // 默认先朝目标连线左侧走
|
||||||
|
this.sideStepStartPos = client != null && client.player != null ? client.player.getBlockPos() : null;
|
||||||
|
this.sideStepDeadlineMillis = System.currentTimeMillis() + 10000L; // 整体最多走 10 秒
|
||||||
|
this.sideStepSinceMillis = System.currentTimeMillis();
|
||||||
|
this.log("\u5bfb\u8def\u91cd\u8bd5\u8017\u5c3d\uff0c\u5f00\u59cb\u5f80\u8fb9\u4e0a\u8d70\u4e24\u6b65\u518d\u91cd\u8bd5\u539f\u76ee\u6807\uff08\u7b2c " + this.sideStepCount + "/" + this.config.sideStepMaxRounds + " \u8f6e\uff09");
|
||||||
|
this.setState(State.PATHING, "\u5f80\u8fb9\u4e0a\u8d70\u4e24\u6b65...");
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 走两步阶段每帧逻辑:朝目标连线垂直方向按住前进键行走,走开约 2.5 格后重试原目标 */
|
||||||
|
private void tickSideStep() {
|
||||||
|
MinecraftClient client = MinecraftClient.getInstance();
|
||||||
|
if (client == null || client.player == null || this.sideStepStartPos == null || this.target == null) {
|
||||||
|
this.stopSideStep(false);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// 整体超时:往边上走两步也未能脱困
|
||||||
|
if (System.currentTimeMillis() >= this.sideStepDeadlineMillis) {
|
||||||
|
this.stopSideStep(false);
|
||||||
|
this.giveUpTarget("\u5f80\u8fb9\u4e0a\u8d70\u4e24\u6b65\u8d85\u65f6");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// 目标连线方向(水平),取垂直向量作为横向移动方向(左为 +,右为 -)
|
||||||
|
Vec3d playerPos = client.player.getPos();
|
||||||
|
Vec3d dirToTarget = new Vec3d(this.target.centerBlockX() + 0.5, playerPos.y, this.target.centerBlockZ() + 0.5)
|
||||||
|
.subtract(playerPos).normalize();
|
||||||
|
Vec3d sideDir = new Vec3d(-dirToTarget.z, 0.0, dirToTarget.x).multiply(this.sideStepSign);
|
||||||
|
// 面朝横向移动方向并按住前进键
|
||||||
|
float yaw = (float)Math.toDegrees(Math.atan2(sideDir.z, sideDir.x)) - 90.0f;
|
||||||
|
client.player.setYaw(yaw);
|
||||||
|
client.options.forwardKey.setPressed(true);
|
||||||
|
// 已走开足够距离(约 2.5 格):停止并重试原目标
|
||||||
|
if (client.player.getBlockPos().getSquaredDistance(this.sideStepStartPos) >= 6.25) {
|
||||||
|
this.stopSideStep(true);
|
||||||
|
this.retrySameTarget("\u5f80\u8fb9\u4e0a\u8d70\u4e24\u6b65\u5b8c\u6210\uff0c\u91cd\u65b0\u5bfb\u8def");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// 卡住检查:同一方向 5 秒没移动就换另一侧;两侧都试过仍不动则放弃
|
||||||
|
if (System.currentTimeMillis() - this.sideStepSinceMillis > 5000L) {
|
||||||
|
if (this.sideStepSign != -1) {
|
||||||
|
this.sideStepSign = -1;
|
||||||
|
this.sideStepSinceMillis = System.currentTimeMillis();
|
||||||
|
this.log("\u5f80\u8fb9\u4e0a\u8d70\u88ab\u6321\uff0c\u53d6\u53cd\u65b9\u5411\u7ee7\u7eed");
|
||||||
|
} else {
|
||||||
|
this.stopSideStep(false);
|
||||||
|
this.giveUpTarget("\u5f80\u8fb9\u4e0a\u8d70\u4e24\u4fa7\u5747\u88ab\u6321");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 结束走两步阶段:释放手动按下的前进键;success 表示已走开并准备重试原目标 */
|
||||||
|
private void stopSideStep(boolean success) {
|
||||||
|
this.sideStepping = false;
|
||||||
|
MinecraftClient client = MinecraftClient.getInstance();
|
||||||
|
if (client != null && client.options != null) {
|
||||||
|
client.options.forwardKey.setPressed(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 放弃当前目标(重试与走两步均已尝试)的统一出口:
|
||||||
|
* 若连续寻路超时累计已达到阈值,则发送 /u return 回城传送并重新规划;
|
||||||
|
* 否则记录日志并进入 FAIL 状态切换下一个目标。
|
||||||
|
*/
|
||||||
|
private void giveUpTarget(String reason) {
|
||||||
|
if (this.consecutiveTimeoutMillis >= (long)this.config.returnThresholdSeconds * 1000L) {
|
||||||
|
this.sendReturnCommand("连续寻路超时超过 " + this.config.returnThresholdSeconds + " 秒");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (this.target != null) {
|
||||||
|
this.log(reason + "\uff0c\u8df3\u8fc7 " + this.target.x() + "," + this.target.z());
|
||||||
|
} else {
|
||||||
|
this.log(reason);
|
||||||
|
}
|
||||||
|
this.setState(State.FAIL, reason);
|
||||||
|
}
|
||||||
|
|
||||||
/** 等待开垦阶段每帧逻辑:玩家离开目标区块则重新寻路;等待超时则重试或跳过当前目标 */
|
/** 等待开垦阶段每帧逻辑:玩家离开目标区块则重新寻路;等待超时则重试或跳过当前目标 */
|
||||||
private void tickWaiting() {
|
private void tickWaiting() {
|
||||||
if (this.target == null) {
|
if (this.target == null) {
|
||||||
@@ -318,6 +632,10 @@ implements SubtitleChatMonitor.Listener {
|
|||||||
if (this.skipIfTargetClaimed("\u76ee\u6807\u5df2\u88ab\u5360\u9886")) {
|
if (this.skipIfTargetClaimed("\u76ee\u6807\u5df2\u88ab\u5360\u9886")) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
// 目标已不再与己方领土接壤:立即跳过,避免在无效区块上干等开垦
|
||||||
|
if (this.skipIfTargetNotAdjacent()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
// 玩家离开了目标区块(被击退/寻路偏差),重新寻路回去
|
// 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)) {
|
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());
|
this.retrySameTarget("\u79bb\u5f00\u76ee\u6807\u533a\u5757\uff0c\u91cd\u65b0\u524d\u5f80 " + this.target.x() + "," + this.target.z());
|
||||||
@@ -340,10 +658,13 @@ 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 */
|
/** 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) {
|
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
|
// 重试前先校验目标有效性:已被他人占领或已不接壤时不再重试,直接跳过,避免玩家被困在无效区块
|
||||||
if (this.skipIfTargetClaimed("\u91cd\u8bd5\u65f6\u53d1\u73b0\u76ee\u6807\u5df2\u88ab\u5360\u9886")) {
|
if (this.skipIfTargetClaimed("\u91cd\u8bd5\u65f6\u53d1\u73b0\u76ee\u6807\u5df2\u88ab\u5360\u9886")) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
if (this.skipIfTargetNotAdjacent()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
this.baritoneBridge.cancel();
|
this.baritoneBridge.cancel();
|
||||||
this.stageStartedMillis = System.currentTimeMillis();
|
this.stageStartedMillis = System.currentTimeMillis();
|
||||||
this.baritoneBridge.pathTo(this.target);
|
this.baritoneBridge.pathTo(this.target);
|
||||||
@@ -364,6 +685,49 @@ implements SubtitleChatMonitor.Listener {
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 若当前目标区块不再与己方领土(含本次会话已占领)的四个正方向接壤,
|
||||||
|
* 则跳过并进入 NEXT 状态,返回 true。
|
||||||
|
*
|
||||||
|
* <p>这是解决“走到不接壤区块”的关键:规划时目标必然接壤,但寻路/等待过程中
|
||||||
|
* 领土数据会异步刷新(边界变化、假占领被剔除等),导致目标可能变得不接壤。
|
||||||
|
* 在寻路与等待阶段每帧校验,一旦发现不接壤立即放弃,避免在无效区块上白费时间。</p>
|
||||||
|
*/
|
||||||
|
private boolean skipIfTargetNotAdjacent() {
|
||||||
|
if (this.target != null && !this.isAdjacentToOwn(this.target)) {
|
||||||
|
this.log("\u76ee\u6807\u4e0e\u5df1\u65b9\u9886\u571f\u4e0d\u76f8\u90bb\uff0c\u8df3\u8fc7 " + this.target.x() + "," + this.target.z());
|
||||||
|
this.setState(State.NEXT, "\u8df3\u8fc7\u4e0d\u63a5\u58e4\u533a\u5757");
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 判断区块是否与己方领土(己方邦国地图区块 + 本次会话新占领区块)接壤。
|
||||||
|
*
|
||||||
|
* <p>接壤采用四个正方向(上下左右);只对“己方”领土判断,绝不把其他邦国领土计入。
|
||||||
|
* 实现上直接查询四个邻居是否命中集合,零集合复制——
|
||||||
|
* 旧实现每帧把数千个己方区块复制进临时 HashSet,是持续卡顿与内存压力的来源之一。</p>
|
||||||
|
*/
|
||||||
|
private boolean isAdjacentToOwn(ChunkPos chunk) {
|
||||||
|
TerritoryModel model = this.dataService.model();
|
||||||
|
TerritoryState self = model.selfState();
|
||||||
|
Set<ChunkPos> ownChunks = self == null ? null : self.chunks();
|
||||||
|
Set<ChunkPos> sessionClaims = model.sessionClaims();
|
||||||
|
int x = chunk.x();
|
||||||
|
int z = chunk.z();
|
||||||
|
return this.isOwnAt(ownChunks, sessionClaims, x + 1, z)
|
||||||
|
|| this.isOwnAt(ownChunks, sessionClaims, x - 1, z)
|
||||||
|
|| this.isOwnAt(ownChunks, sessionClaims, x, z + 1)
|
||||||
|
|| this.isOwnAt(ownChunks, sessionClaims, x, z - 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 判断指定坐标的区块是否属于己方领土或本次会话新占领 */
|
||||||
|
private boolean isOwnAt(Set<ChunkPos> ownChunks, Set<ChunkPos> sessionClaims, int x, int z) {
|
||||||
|
ChunkPos probe = new ChunkPos(x, z);
|
||||||
|
return ownChunks != null && ownChunks.contains(probe) || sessionClaims.contains(probe);
|
||||||
|
}
|
||||||
|
|
||||||
/** 成功后的过渡:进入 NEXT 状态,准备处理下一个目标 */
|
/** 成功后的过渡:进入 NEXT 状态,准备处理下一个目标 */
|
||||||
private void tickSuccess() {
|
private void tickSuccess() {
|
||||||
this.setState(State.NEXT, "\u5df2\u5b8c\u6210 " + this.completedClaims + (this.config.targetCount > 0 ? "/" + this.config.targetCount : "/\u6301\u7eed"));
|
this.setState(State.NEXT, "\u5df2\u5b8c\u6210 " + this.completedClaims + (this.config.targetCount > 0 ? "/" + this.config.targetCount : "/\u6301\u7eed"));
|
||||||
@@ -424,6 +788,29 @@ implements SubtitleChatMonitor.Listener {
|
|||||||
return min == Integer.MAX_VALUE ? 0 : min;
|
return min == Integer.MAX_VALUE ? 0 : min;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Baritone 路径事件回调:记录关键事件,并在“计算失败”时置标志供寻路阶段消费。
|
||||||
|
* 本回调可能来自 Baritone 事件线程,只做轻量操作(置标志 + 写日志),
|
||||||
|
* 具体处理放在 tick 的寻路阶段(主线程)完成,避免跨线程状态竞争。
|
||||||
|
*/
|
||||||
|
@Override
|
||||||
|
public void onPathEvent(PathEvent event) {
|
||||||
|
if (event == PathEvent.CALC_STARTED) {
|
||||||
|
this.pathCalcFailed = false;
|
||||||
|
} else if (event == PathEvent.CALC_FAILED) {
|
||||||
|
this.pathCalcFailed = true;
|
||||||
|
}
|
||||||
|
// 仅在任务运行中记录关键事件,避免空闲时 Baritone 高频 CANCELED/中间态刷屏
|
||||||
|
if (!this.isRunning()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// 只记录关键事件,且跳过高频的 CANCELED(空闲/重寻路时每秒触发多次,无排查价值)
|
||||||
|
if (event == PathEvent.CALC_STARTED || event == PathEvent.CALC_FINISHED_NOW_EXECUTING
|
||||||
|
|| event == PathEvent.CALC_FAILED || event == PathEvent.AT_GOAL) {
|
||||||
|
this.log("\u5bfb\u8def\u4e8b\u4ef6\uff1a" + event);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/** 监听器回调:开垦进度更新(0-100%) */
|
/** 监听器回调:开垦进度更新(0-100%) */
|
||||||
@Override
|
@Override
|
||||||
public void onProgress(int percent) {
|
public void onProgress(int percent) {
|
||||||
@@ -455,7 +842,12 @@ implements SubtitleChatMonitor.Listener {
|
|||||||
}
|
}
|
||||||
this.model.addSessionClaim(chunk);
|
this.model.addSessionClaim(chunk);
|
||||||
this.dataService.addSessionClaim(chunk);
|
this.dataService.addSessionClaim(chunk);
|
||||||
|
// 占领成功后立即触发一次地图刷新(请求侧已带缓存击穿),尽快让地图数据确认该区块,
|
||||||
|
// 缩短"会话占领等待确认"窗口,避免假占领长时间残留
|
||||||
|
this.dataService.refreshAsync();
|
||||||
++this.completedClaims;
|
++this.completedClaims;
|
||||||
|
// 开垦成功:寻路/等待恢复正常,清零连续超时计数
|
||||||
|
this.consecutiveTimeoutMillis = 0L;
|
||||||
this.target = chunk;
|
this.target = chunk;
|
||||||
this.lastProgress = 100;
|
this.lastProgress = 100;
|
||||||
this.log("\u5360\u9886\u6210\u529f " + chunk.x() + "," + chunk.z() + "\uff08\u533a\u5757 " + chunk.x() + "," + chunk.z() + " / \u4e16\u754c " + blockX + "," + blockZ + "\uff09");
|
this.log("\u5360\u9886\u6210\u529f " + chunk.x() + "," + chunk.z() + "\uff08\u533a\u5757 " + chunk.x() + "," + chunk.z() + " / \u4e16\u754c " + blockX + "," + blockZ + "\uff09");
|
||||||
@@ -471,13 +863,23 @@ implements SubtitleChatMonitor.Listener {
|
|||||||
if (this.target == null) {
|
if (this.target == null) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
// 开垦只能发生在玩家所在区块:校验玩家确实位于目标区块上。
|
||||||
|
// 通用成功文案采用模糊匹配,可能被服务器广播的其他玩家开垦消息误触发;
|
||||||
|
// 不校验会把未占领的目标错误标记为"已占领"并跳过,直到很久之后才被地图数据纠正(v1.2.1 修复)。
|
||||||
|
if (!this.playerChunk.equals(this.target)) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
// 去重:同一区块只计一次
|
// 去重:同一区块只计一次
|
||||||
if (!this.claimedSet.add(this.target)) {
|
if (!this.claimedSet.add(this.target)) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
this.model.addSessionClaim(this.target);
|
this.model.addSessionClaim(this.target);
|
||||||
this.dataService.addSessionClaim(this.target);
|
this.dataService.addSessionClaim(this.target);
|
||||||
|
// 占领成功后立即触发一次地图刷新,尽快确认该区块
|
||||||
|
this.dataService.refreshAsync();
|
||||||
++this.completedClaims;
|
++this.completedClaims;
|
||||||
|
// 开垦成功:寻路/等待恢复正常,清零连续超时计数
|
||||||
|
this.consecutiveTimeoutMillis = 0L;
|
||||||
this.lastProgress = 100;
|
this.lastProgress = 100;
|
||||||
this.log("\u5360\u9886\u6210\u529f " + this.target.x() + "," + this.target.z());
|
this.log("\u5360\u9886\u6210\u529f " + this.target.x() + "," + this.target.z());
|
||||||
this.setState(State.SUCCESS, "\u7586\u571f\u5df2\u5f00\u62d3 " + this.target.x() + "," + this.target.z());
|
this.setState(State.SUCCESS, "\u7586\u571f\u5df2\u5f00\u62d3 " + this.target.x() + "," + this.target.z());
|
||||||
@@ -494,9 +896,116 @@ implements SubtitleChatMonitor.Listener {
|
|||||||
return this.dataService.model().allClaimedChunks().contains(chunk);
|
return this.dataService.model().allClaimedChunks().contains(chunk);
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 返回区块的四个正方向邻居 */
|
/**
|
||||||
private List<ChunkPos> cardinalNeighbors(ChunkPos chunk) {
|
* 自动游泳逻辑(每帧调用):
|
||||||
return List.of(new ChunkPos(chunk.x() + 1, chunk.z()), new ChunkPos(chunk.x() - 1, chunk.z()), new ChunkPos(chunk.x(), chunk.z() + 1), new ChunkPos(chunk.x(), chunk.z() - 1));
|
* 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() || client.player == null) {
|
||||||
|
this.releaseJump(client);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
PlayerEntity player = client.player;
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 自动攻击逻辑(每帧调用):
|
||||||
|
* 扩地途中索敌半径内出现敌对生物时,面向该生物并在攻击距离内自动出手(满蓄力),
|
||||||
|
* 不追击、不打断 Baritone 寻路;目标筛选由 {@link AutoCombat#isAttackTarget} 保证
|
||||||
|
* 绝不攻击铁傀儡、僵尸猪灵等不会主动攻击玩家的中立生物。
|
||||||
|
*/
|
||||||
|
private void tickAutoAttack(MinecraftClient client) {
|
||||||
|
if (!this.config.autoAttack || !this.isRunning()) {
|
||||||
|
this.combatTargetEntityId = -1;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
LivingEntity target = AutoCombat.findTarget(client, client.player, AUTO_ATTACK_SCAN_RANGE);
|
||||||
|
if (target == null) {
|
||||||
|
this.combatTargetEntityId = -1;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// 仅在新目标出现时记录一次日志,避免每帧刷屏
|
||||||
|
if (target.getId() != this.combatTargetEntityId) {
|
||||||
|
this.combatTargetEntityId = target.getId();
|
||||||
|
this.log("发现敌对生物 " + target.getDisplayName().getString() + ",自动攻击中");
|
||||||
|
}
|
||||||
|
AutoCombat.tickAttack(client, target);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 自动用船过水(每帧调用):
|
||||||
|
* 在岸上且朝向方向前方出现开阔水域时,自动放船并登船;
|
||||||
|
* 在船中且前方出现岸边时,自动下船并攻击船实体回收船。
|
||||||
|
* 仅在扩地任务运行中、配置 autoBoat 开启时生效;不打断 Baritone 寻路。
|
||||||
|
*/
|
||||||
|
private void tickAutoBoat(MinecraftClient client) {
|
||||||
|
this.autoBoat.tick(client, this.config, this.isRunning());
|
||||||
|
if (this.autoBoat.isActive()) {
|
||||||
|
String desc = this.autoBoat.describe();
|
||||||
|
if (desc != null) {
|
||||||
|
this.status = desc;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** @return 当前是否处于自动用船动作流程(用于状态栏 / 日志显示) */
|
||||||
|
public boolean isAutoBoatActive() {
|
||||||
|
return this.autoBoat.isActive();
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 耐久保护逻辑(每 {@link #DURABILITY_CHECK_INTERVAL_TICKS} 帧调用):
|
||||||
|
* 主手/副手/四件盔甲任意一件剩余耐久低于阈值时,发送 /u return 回城并停止扩地,
|
||||||
|
* 防止装备在继续战斗中被怪物磨没。回城传送完成后由 {@link #tickReturning()} 停止任务。
|
||||||
|
*
|
||||||
|
* @return true 表示本帧已触发回城(进入 RETURNING 状态)
|
||||||
|
*/
|
||||||
|
private boolean tickDurabilityGuard(MinecraftClient client) {
|
||||||
|
if (!this.config.durabilityGuard || !this.isRunning() || this.state == State.RETURNING) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
if (++this.durabilityCheckCounter < DURABILITY_CHECK_INTERVAL_TICKS) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
this.durabilityCheckCounter = 0;
|
||||||
|
EquipmentSlot low = AutoCombat.findLowDurabilitySlot(client.player, this.config.durabilityThreshold);
|
||||||
|
if (low == null) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
String reason = "装备耐久过低(" + AutoCombat.slotName(low)
|
||||||
|
+ " 剩余耐久≤" + this.config.durabilityThreshold + "%)";
|
||||||
|
this.returnThenStop = true;
|
||||||
|
this.log(reason + ",发送 /u return 回城并停止扩地,防止装备被怪物磨没");
|
||||||
|
this.sendReturnCommand(reason);
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -543,7 +1052,7 @@ implements SubtitleChatMonitor.Listener {
|
|||||||
}
|
}
|
||||||
this.baritoneBridge.cancel();
|
this.baritoneBridge.cancel();
|
||||||
client.player.getInventory().selectedSlot = slot;
|
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.eating = true;
|
||||||
this.status = "\u81ea\u52a8\u8fdb\u98df\u4e2d";
|
this.status = "\u81ea\u52a8\u8fdb\u98df\u4e2d";
|
||||||
this.log("\u81ea\u52a8\u8fdb\u98df\uff0c\u9965\u997f\u503c " + foodLevel);
|
this.log("\u81ea\u52a8\u8fdb\u98df\uff0c\u9965\u997f\u503c " + foodLevel);
|
||||||
@@ -554,16 +1063,16 @@ implements SubtitleChatMonitor.Listener {
|
|||||||
private int findFoodSlot(PlayerInventory inventory) {
|
private int findFoodSlot(PlayerInventory inventory) {
|
||||||
for (int slot = 0; slot < 36; ++slot) {
|
for (int slot = 0; slot < 36; ++slot) {
|
||||||
ItemStack stack = inventory.getStack(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 slot;
|
||||||
}
|
}
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 进食完成后恢复任务:若仍在寻路阶段则重新发起寻路 */
|
/** 进食完成后恢复任务:若仍在寻路阶段则重新发起寻路(走两步阶段不抢路) */
|
||||||
private void resumeAfterEating() {
|
private void resumeAfterEating() {
|
||||||
this.eating = false;
|
this.eating = false;
|
||||||
if (this.state == State.PATHING && this.target != null) {
|
if (this.state == State.PATHING && this.target != null && !this.sideStepping) {
|
||||||
this.stageStartedMillis = System.currentTimeMillis();
|
this.stageStartedMillis = System.currentTimeMillis();
|
||||||
this.baritoneBridge.pathTo(this.target);
|
this.baritoneBridge.pathTo(this.target);
|
||||||
}
|
}
|
||||||
@@ -579,13 +1088,42 @@ implements SubtitleChatMonitor.Listener {
|
|||||||
private void log(String message) {
|
private void log(String message) {
|
||||||
Deque<String> deque = this.logs;
|
Deque<String> deque = this.logs;
|
||||||
synchronized (deque) {
|
synchronized (deque) {
|
||||||
this.logs.addLast(System.currentTimeMillis() + " " + message);
|
this.logs.addLast("[" + LocalTime.now().format(LOG_TIME_FORMAT) + "] " + message);
|
||||||
while (this.logs.size() > 80) {
|
while (this.logs.size() > MAX_LOGS) {
|
||||||
this.logs.removeFirst();
|
this.logs.removeFirst();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 导出运行日志到文件,返回文件路径;失败时返回 null。
|
||||||
|
* 文件写入 Fabric 配置目录下的 {@code autostore-debug.log},
|
||||||
|
* 内容包含当前状态摘要(状态、目标、玩家区块、队列、进度)与全部详细日志。
|
||||||
|
*
|
||||||
|
* @return 导出文件的绝对路径,或 null(写入失败时)
|
||||||
|
*/
|
||||||
|
public Path exportLogs() {
|
||||||
|
Path path = FabricLoader.getInstance().getConfigDir().resolve("autostore-debug.log");
|
||||||
|
try {
|
||||||
|
StringBuilder sb = new StringBuilder(8192);
|
||||||
|
sb.append("==== AutoStore 调试日志 ====\n");
|
||||||
|
sb.append("状态: ").append(this.state).append(" / ").append(this.status).append('\n');
|
||||||
|
sb.append("目标区块: ").append(this.target == null ? "无" : this.target.x() + "," + this.target.z()).append('\n');
|
||||||
|
sb.append("玩家区块: ").append(this.playerChunk.x()).append(',').append(this.playerChunk.z()).append('\n');
|
||||||
|
sb.append("队列: ").append(this.queue.size()).append(" | 已占领: ").append(this.completedClaims)
|
||||||
|
.append(" | 重试: ").append(this.retryCount).append(" | 最近进度: ").append(this.lastProgress).append("%\n\n");
|
||||||
|
synchronized (this.logs) {
|
||||||
|
for (String line : this.logs) {
|
||||||
|
sb.append(line).append('\n');
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Files.writeString(path, sb.toString(), StandardCharsets.UTF_8);
|
||||||
|
return path;
|
||||||
|
} catch (IOException e) {
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 扩地任务状态机枚举:
|
* 扩地任务状态机枚举:
|
||||||
* <ul>
|
* <ul>
|
||||||
@@ -609,6 +1147,7 @@ implements SubtitleChatMonitor.Listener {
|
|||||||
SUCCESS,
|
SUCCESS,
|
||||||
FAIL,
|
FAIL,
|
||||||
NEXT,
|
NEXT,
|
||||||
|
RETURNING,
|
||||||
COMPLETE,
|
COMPLETE,
|
||||||
STOPPED;
|
STOPPED;
|
||||||
|
|
||||||
|
|||||||
@@ -14,9 +14,11 @@ import autostore.client.territory.ChunkPos;
|
|||||||
import autostore.client.territory.TerritoryModel;
|
import autostore.client.territory.TerritoryModel;
|
||||||
import autostore.client.territory.TerritoryState;
|
import autostore.client.territory.TerritoryState;
|
||||||
import java.util.List;
|
import java.util.List;
|
||||||
|
import java.util.Set;
|
||||||
import java.util.function.Consumer;
|
import java.util.function.Consumer;
|
||||||
import net.fabricmc.api.EnvType;
|
import net.fabricmc.api.EnvType;
|
||||||
import net.fabricmc.api.Environment;
|
import net.fabricmc.api.Environment;
|
||||||
|
import net.minecraft.util.Util;
|
||||||
import net.minecraft.util.math.BlockPos;
|
import net.minecraft.util.math.BlockPos;
|
||||||
import net.minecraft.text.Text;
|
import net.minecraft.text.Text;
|
||||||
import net.minecraft.client.font.TextRenderer;
|
import net.minecraft.client.font.TextRenderer;
|
||||||
@@ -27,6 +29,7 @@ import net.minecraft.client.gui.widget.ButtonWidget;
|
|||||||
import net.minecraft.client.gui.widget.CheckboxWidget;
|
import net.minecraft.client.gui.widget.CheckboxWidget;
|
||||||
import net.minecraft.client.gui.screen.Screen;
|
import net.minecraft.client.gui.screen.Screen;
|
||||||
import net.minecraft.text.StringVisitable;
|
import net.minecraft.text.StringVisitable;
|
||||||
|
import net.minecraft.text.OrderedText;
|
||||||
|
|
||||||
@Environment(value=EnvType.CLIENT)
|
@Environment(value=EnvType.CLIENT)
|
||||||
/**
|
/**
|
||||||
@@ -38,24 +41,24 @@ import net.minecraft.text.StringVisitable;
|
|||||||
*/
|
*/
|
||||||
public final class AutoStoreGui
|
public final class AutoStoreGui
|
||||||
extends Screen {
|
extends Screen {
|
||||||
|
// ---- 外部链接 ----
|
||||||
|
private static final String GIT_REPO_URL = "https://git.bgjq.top/Lyizai/AutoStore/";
|
||||||
|
private static final String HOMEPAGE_URL = "https://8w.bgjq.top/";
|
||||||
private final AutoStoreModClient mod;
|
private final AutoStoreModClient mod;
|
||||||
private final ExpansionConfig config;
|
private final ExpansionConfig config;
|
||||||
private final ExpansionController controller;
|
private final ExpansionController controller;
|
||||||
// ---- 输入控件 ----
|
// ---- 输入控件 ----
|
||||||
private TextFieldWidget stateField;
|
private TextFieldWidget stateField;
|
||||||
private TextFieldWidget targetCountField;
|
private TextFieldWidget targetCountField;
|
||||||
private TextFieldWidget waitTimeoutField;
|
private TextFieldWidget durabilityField;
|
||||||
private TextFieldWidget retriesField;
|
|
||||||
private TextFieldWidget regionXField;
|
|
||||||
private TextFieldWidget regionZField;
|
|
||||||
private TextFieldWidget regionRadiusField;
|
|
||||||
private TextFieldWidget ringsField;
|
|
||||||
private TextFieldWidget refreshIntervalField;
|
|
||||||
private CheckboxWidget sprintBox;
|
private CheckboxWidget sprintBox;
|
||||||
private CheckboxWidget jumpBox;
|
private CheckboxWidget jumpBox;
|
||||||
private CheckboxWidget avoidBox;
|
private CheckboxWidget avoidBox;
|
||||||
|
private CheckboxWidget attackBox;
|
||||||
|
private CheckboxWidget durabilityGuardBox;
|
||||||
private CheckboxWidget breakBox;
|
private CheckboxWidget breakBox;
|
||||||
private CheckboxWidget placeBox;
|
private CheckboxWidget placeBox;
|
||||||
|
private CheckboxWidget autoBoatBox;
|
||||||
private ButtonWidget refreshButton;
|
private ButtonWidget refreshButton;
|
||||||
// ---- 区域圈选状态 ----
|
// ---- 区域圈选状态 ----
|
||||||
private boolean selectingRegion;
|
private boolean selectingRegion;
|
||||||
@@ -64,7 +67,6 @@ extends Screen {
|
|||||||
private int rectStartZ;
|
private int rectStartZ;
|
||||||
private int rectEndX;
|
private int rectEndX;
|
||||||
private int rectEndZ;
|
private int rectEndZ;
|
||||||
private boolean updatingFields;
|
|
||||||
// ---- 布局尺寸 ----
|
// ---- 布局尺寸 ----
|
||||||
private int mapX = 12;
|
private int mapX = 12;
|
||||||
private int mapY = 40;
|
private int mapY = 40;
|
||||||
@@ -74,7 +76,6 @@ extends Screen {
|
|||||||
private int advancedY = 208;
|
private int advancedY = 208;
|
||||||
private int stateFieldY = 84;
|
private int stateFieldY = 84;
|
||||||
private int targetFieldY = 116;
|
private int targetFieldY = 116;
|
||||||
private int advRowGap = 24;
|
|
||||||
// ---- 地图视图 ----
|
// ---- 地图视图 ----
|
||||||
private double scale = 5.0;
|
private double scale = 5.0;
|
||||||
private int viewCenterX;
|
private int viewCenterX;
|
||||||
@@ -98,17 +99,21 @@ extends Screen {
|
|||||||
this.mapY = 40;
|
this.mapY = 40;
|
||||||
this.mapW = Math.max(120, this.panelX - this.mapX - 8);
|
this.mapW = Math.max(120, this.panelX - this.mapX - 8);
|
||||||
// 底部信息区高度(日志 + 状态文本),地图填满其上方空间
|
// 底部信息区高度(日志 + 状态文本),地图填满其上方空间
|
||||||
int infoHeight = 78;
|
int infoHeight = 88;
|
||||||
this.mapH = Math.max(140, this.height - this.mapY - infoHeight - 8);
|
this.mapH = Math.max(140, this.height - this.mapY - infoHeight - 8);
|
||||||
|
|
||||||
// 屏幕较矮时压缩垂直间距,保证右侧面板内容不被截断
|
// 屏幕较矮时压缩垂直间距,保证右侧面板内容不被截断
|
||||||
boolean compact = this.height < 480;
|
boolean compact = this.height < 480;
|
||||||
int rowGap = compact ? 24 : 28; // 主字段行间距
|
int rowGap = compact ? 24 : 28; // 主字段行间距
|
||||||
this.advRowGap = compact ? 20 : 24; // 高级面板字段行间距
|
|
||||||
int advCheckGap = compact ? 16 : 18; // 高级面板复选框行间距
|
int advCheckGap = compact ? 16 : 18; // 高级面板复选框行间距
|
||||||
|
|
||||||
// ===== 顶部控制按钮 =====
|
// ===== 顶部控制按钮 =====
|
||||||
int topX = this.panelX;
|
int topX = this.panelX;
|
||||||
|
// 左上角外部链接按钮:Git 仓库与官网(点击在系统浏览器打开)
|
||||||
|
this.addDrawableChild(ButtonWidget.builder(Text.literal((String)"Git \u4ed3\u5e93"), button -> this.openUrl(GIT_REPO_URL)).dimensions(this.mapX, 8, 70, 16).build());
|
||||||
|
this.addDrawableChild(ButtonWidget.builder(Text.literal((String)"\u5b98\u7f51"), button -> this.openUrl(HOMEPAGE_URL)).dimensions(this.mapX + 76, 8, 50, 16).build());
|
||||||
|
// 导出日志按钮:把当前运行日志写入文件,方便排查寻路/坐标/状态问题
|
||||||
|
this.addDrawableChild(ButtonWidget.builder(Text.literal((String)"\u5bfc\u51fa\u65e5\u5fd7"), button -> this.exportLogs()).dimensions(this.mapX + 132, 8, 70, 16).build());
|
||||||
ButtonWidget startButton = ButtonWidget.builder(Text.literal((String)"\u5f00\u59cb\u81ea\u52a8\u6269\u5730"), button -> this.start()).dimensions(topX, 34, 154, 30).build();
|
ButtonWidget startButton = ButtonWidget.builder(Text.literal((String)"\u5f00\u59cb\u81ea\u52a8\u6269\u5730"), button -> this.start()).dimensions(topX, 34, 154, 30).build();
|
||||||
ButtonWidget stopButton = ButtonWidget.builder(Text.literal((String)"\u505c\u6b62"), button -> this.controller.stop()).dimensions(topX + 160, 34, 74, 30).build();
|
ButtonWidget stopButton = ButtonWidget.builder(Text.literal((String)"\u505c\u6b62"), button -> this.controller.stop()).dimensions(topX + 160, 34, 74, 30).build();
|
||||||
this.addDrawableChild(startButton);
|
this.addDrawableChild(startButton);
|
||||||
@@ -140,42 +145,12 @@ extends Screen {
|
|||||||
this.addDrawableChild(this.strategyButton("\u73a9\u5bb6\u5468\u56f4", 3, left, strategyY + 24, 90));
|
this.addDrawableChild(this.strategyButton("\u73a9\u5bb6\u5468\u56f4", 3, left, strategyY + 24, 90));
|
||||||
this.addDrawableChild(this.strategyButton("\u7ed5\u56fd\u4e00\u5708", 4, left + 96, strategyY + 24, 90));
|
this.addDrawableChild(this.strategyButton("\u7ed5\u56fd\u4e00\u5708", 4, left + 96, strategyY + 24, 90));
|
||||||
|
|
||||||
// ===== 高级设置面板:直接显示(无展开/收起按钮),紧贴策略按钮下方 =====
|
this.advancedY = strategyY + 24 + 20 + 8;
|
||||||
this.updateRegionButtons();
|
// ===== 权限/辅助选择框:疾跑、跳跃、避怪、攻击、破坏、放置、耐久回城、用船过水 =====
|
||||||
// 策略按钮第二行底部 + 8px 间距,作为高级面板起始位置
|
int checkY1 = this.advancedY + 14;
|
||||||
this.advancedY = strategyY + 24 + 8;
|
|
||||||
int advFieldX1 = this.panelX + 62;
|
|
||||||
int advFieldX2 = this.panelX + 178;
|
|
||||||
int advFieldWidth = Math.max(46, panelWidth - 184);
|
|
||||||
this.waitTimeoutField = this.numberField(this.config.waitTimeoutSeconds, advFieldX1, this.advancedY, advFieldWidth);
|
|
||||||
this.retriesField = this.numberField(this.config.retries, advFieldX2, this.advancedY, advFieldWidth);
|
|
||||||
this.regionXField = this.numberField(this.config.regionCenterX, advFieldX1, this.advancedY + this.advRowGap, advFieldWidth);
|
|
||||||
this.regionZField = this.numberField(this.config.regionCenterZ, advFieldX2, this.advancedY + this.advRowGap, advFieldWidth);
|
|
||||||
this.regionRadiusField = this.numberField(this.config.regionRadius, advFieldX1, this.advancedY + this.advRowGap * 2, advFieldWidth);
|
|
||||||
this.ringsField = this.numberField(this.config.maxRings, advFieldX2, this.advancedY + this.advRowGap * 2, advFieldWidth);
|
|
||||||
this.refreshIntervalField = this.numberField(this.config.refreshIntervalSeconds, advFieldX1, this.advancedY + this.advRowGap * 3, advFieldWidth);
|
|
||||||
this.addDrawableChild(this.waitTimeoutField);
|
|
||||||
this.addDrawableChild(this.retriesField);
|
|
||||||
this.addDrawableChild(this.regionXField);
|
|
||||||
this.addDrawableChild(this.regionZField);
|
|
||||||
this.addDrawableChild(this.regionRadiusField);
|
|
||||||
this.addDrawableChild(this.ringsField);
|
|
||||||
this.addDrawableChild(this.refreshIntervalField);
|
|
||||||
// 用户手动编辑中心/半径时,清除圈选矩形(避免边界与输入框不一致)
|
|
||||||
Consumer<String> clearRectOnEdit = s -> {
|
|
||||||
if (!this.updatingFields) {
|
|
||||||
this.config.regionMinX = 0;
|
|
||||||
this.config.regionMaxX = -1;
|
|
||||||
this.config.regionMinZ = 0;
|
|
||||||
this.config.regionMaxZ = -1;
|
|
||||||
this.updateRegionButtons();
|
|
||||||
}
|
|
||||||
};
|
|
||||||
this.regionXField.setChangedListener(clearRectOnEdit);
|
|
||||||
this.regionZField.setChangedListener(clearRectOnEdit);
|
|
||||||
this.regionRadiusField.setChangedListener(clearRectOnEdit);
|
|
||||||
int checkY1 = this.advancedY + this.advRowGap * 3 + 20 + 8;
|
|
||||||
int checkY2 = checkY1 + advCheckGap;
|
int checkY2 = checkY1 + advCheckGap;
|
||||||
|
int checkY3 = checkY2 + advCheckGap;
|
||||||
|
int checkY4 = checkY3 + advCheckGap;
|
||||||
int checkX = left;
|
int checkX = left;
|
||||||
this.sprintBox = this.checkbox("\u75be\u8dd1", checkX, checkY1, this.config.allowSprint, value -> {
|
this.sprintBox = this.checkbox("\u75be\u8dd1", checkX, checkY1, this.config.allowSprint, value -> {
|
||||||
this.config.allowSprint = value;
|
this.config.allowSprint = value;
|
||||||
@@ -186,20 +161,58 @@ extends Screen {
|
|||||||
this.avoidBox = this.checkbox("\u907f\u602a", checkX + 160, checkY1, this.config.avoidMobs, value -> {
|
this.avoidBox = this.checkbox("\u907f\u602a", checkX + 160, checkY1, this.config.avoidMobs, value -> {
|
||||||
this.config.avoidMobs = value;
|
this.config.avoidMobs = value;
|
||||||
});
|
});
|
||||||
this.breakBox = this.checkbox("\u7834\u574f", checkX, checkY2, this.config.allowBreak, value -> {
|
this.attackBox = this.checkbox("\u653b\u51fb", checkX, checkY2, this.config.autoAttack, value -> {
|
||||||
|
this.config.autoAttack = value;
|
||||||
|
});
|
||||||
|
this.breakBox = this.checkbox("\u7834\u574f", checkX + 88, checkY2, this.config.allowBreak, value -> {
|
||||||
this.config.allowBreak = value;
|
this.config.allowBreak = value;
|
||||||
});
|
});
|
||||||
this.placeBox = this.checkbox("\u653e\u7f6e", checkX + 88, checkY2, this.config.allowPlace, value -> {
|
this.placeBox = this.checkbox("\u653e\u7f6e", checkX + 160, checkY2, this.config.allowPlace, value -> {
|
||||||
this.config.allowPlace = value;
|
this.config.allowPlace = value;
|
||||||
});
|
});
|
||||||
|
// 第三行:耐久保护开关 + 回城阈值输入框(剩余耐久百分比,范围 1-99)
|
||||||
|
this.durabilityGuardBox = this.checkbox("\u8010\u4e45\u56de\u57ce", checkX, checkY3, this.config.durabilityGuard, value -> {
|
||||||
|
this.config.durabilityGuard = value;
|
||||||
|
});
|
||||||
|
this.durabilityField = this.numberField(this.config.durabilityThreshold, checkX + 96, checkY3, 34);
|
||||||
|
this.durabilityField.setMaxLength(2);
|
||||||
|
// 第四行:自动用船过水(开阔水域自动放船登船,上岸前自动下船回收)
|
||||||
|
this.autoBoatBox = this.checkbox("\u7528\u8239\u8fc7\u6c34", checkX, checkY4, this.config.autoBoat, value -> {
|
||||||
|
this.config.autoBoat = value;
|
||||||
|
});
|
||||||
this.addDrawableChild(this.sprintBox);
|
this.addDrawableChild(this.sprintBox);
|
||||||
this.addDrawableChild(this.jumpBox);
|
this.addDrawableChild(this.jumpBox);
|
||||||
this.addDrawableChild(this.avoidBox);
|
this.addDrawableChild(this.avoidBox);
|
||||||
|
this.addDrawableChild(this.attackBox);
|
||||||
this.addDrawableChild(this.breakBox);
|
this.addDrawableChild(this.breakBox);
|
||||||
this.addDrawableChild(this.placeBox);
|
this.addDrawableChild(this.placeBox);
|
||||||
|
this.addDrawableChild(this.durabilityGuardBox);
|
||||||
|
this.addDrawableChild(this.durabilityField);
|
||||||
|
this.addDrawableChild(this.autoBoatBox);
|
||||||
this.initializeMapView();
|
this.initializeMapView();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** 在系统默认浏览器中打开外部链接(失败时静默忽略) */
|
||||||
|
private void openUrl(String url) {
|
||||||
|
try {
|
||||||
|
Util.getOperatingSystem().open(new java.net.URI(url));
|
||||||
|
} catch (Exception ignored) {
|
||||||
|
// 链接打开失败不影响界面正常使用
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 导出运行日志到文件,并在聊天栏提示导出结果与路径 */
|
||||||
|
private void exportLogs() {
|
||||||
|
java.nio.file.Path path = this.controller.exportLogs();
|
||||||
|
if (this.client != null && this.client.player != null) {
|
||||||
|
if (path != null) {
|
||||||
|
this.client.player.sendMessage(Text.literal("\u65e5\u5fd7\u5df2\u5bfc\u51fa\uff1a" + path), false);
|
||||||
|
} else {
|
||||||
|
this.client.player.sendMessage(Text.literal("\u65e5\u5fd7\u5bfc\u51fa\u5931\u8d25"), false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/** 创建整数输入框(初始值为 value,最多 12 位) */
|
/** 创建整数输入框(初始值为 value,最多 12 位) */
|
||||||
private TextFieldWidget numberField(int value, int x, int y, int width) {
|
private TextFieldWidget numberField(int value, int x, int y, int width) {
|
||||||
TextFieldWidget field = new TextFieldWidget(this.textRenderer, x, y, width, 20, Text.literal((String)""));
|
TextFieldWidget field = new TextFieldWidget(this.textRenderer, x, y, width, 20, Text.literal((String)""));
|
||||||
@@ -260,7 +273,7 @@ extends Screen {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 将当前拖拽的矩形提交到配置,并更新高级面板的输入框 */
|
/** 将当前拖拽的矩形提交到配置 */
|
||||||
private void finalizeRegion() {
|
private void finalizeRegion() {
|
||||||
if (this.rectStartX == this.rectEndX && this.rectStartZ == this.rectEndZ) {
|
if (this.rectStartX == this.rectEndX && this.rectStartZ == this.rectEndZ) {
|
||||||
// 单点无效,清空
|
// 单点无效,清空
|
||||||
@@ -274,18 +287,6 @@ extends Screen {
|
|||||||
this.selectingRegion = false;
|
this.selectingRegion = false;
|
||||||
this.draggingRect = false;
|
this.draggingRect = false;
|
||||||
this.updateRegionButtons();
|
this.updateRegionButtons();
|
||||||
// 同步更新中心+半径输入框,使高级面板保持一致
|
|
||||||
int centerX = (this.config.regionMinX + this.config.regionMaxX) / 2;
|
|
||||||
int centerZ = (this.config.regionMinZ + this.config.regionMaxZ) / 2;
|
|
||||||
int radius = Math.max(
|
|
||||||
this.config.regionMaxX - this.config.regionMinX,
|
|
||||||
this.config.regionMaxZ - this.config.regionMinZ
|
|
||||||
) / 2 + 1;
|
|
||||||
this.updatingFields = true;
|
|
||||||
this.regionXField.setText(Integer.toString(centerX));
|
|
||||||
this.regionZField.setText(Integer.toString(centerZ));
|
|
||||||
this.regionRadiusField.setText(Integer.toString(radius));
|
|
||||||
this.updatingFields = false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 绘制区域圈选矩形(覆盖层 + 边框);仅区域扩地模式下绘制 */
|
/** 绘制区域圈选矩形(覆盖层 + 边框);仅区域扩地模式下绘制 */
|
||||||
@@ -370,14 +371,27 @@ extends Screen {
|
|||||||
context.drawTextWithShadow(this.textRenderer, "\u9886\u571f\u5730\u56fe", this.mapX + 2, this.mapY - 12, -1513240);
|
context.drawTextWithShadow(this.textRenderer, "\u9886\u571f\u5730\u56fe", this.mapX + 2, this.mapY - 12, -1513240);
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 绘制各邦国领土区块(己方高亮、其他半透明),并绘制会话新占领区块 */
|
/** 绘制各邦国领土区块(己方高亮、其他半透明),并绘制会话新占领区块与飞地(疏漏区块) */
|
||||||
private void drawTerritories(DrawContext context) {
|
private void drawTerritories(DrawContext context) {
|
||||||
TerritoryModel model = this.mod.dataService().model();
|
TerritoryModel model = this.mod.dataService().model();
|
||||||
|
// 先反推当前视口覆盖的区块范围(含一个区块边距),遍历时用整数比较快速剔除视口外区块。
|
||||||
|
// 全图约 8 万区块,旧实现每帧对每个区块都调用屏幕坐标换算,是打开 GUI / 刷新后掉帧的主因。
|
||||||
|
double invScale = 1.0 / this.scale;
|
||||||
|
int edge = (int)Math.ceil(this.scale) + 2;
|
||||||
|
int halfW = this.mapW / 2;
|
||||||
|
int halfH = this.mapH / 2;
|
||||||
|
int visMinX = (int)Math.floor((this.mapX - edge - this.mapX - halfW) * invScale) + this.viewCenterX;
|
||||||
|
int visMaxX = (int)Math.ceil((this.mapX + this.mapW + edge - this.mapX - halfW) * invScale) + this.viewCenterX;
|
||||||
|
int visMinZ = (int)Math.floor((this.mapY - edge - this.mapY - halfH) * invScale) + this.viewCenterZ;
|
||||||
|
int visMaxZ = (int)Math.ceil((this.mapY + this.mapH + edge - this.mapY - halfH) * invScale) + this.viewCenterZ;
|
||||||
for (TerritoryState state : model.states()) {
|
for (TerritoryState state : model.states()) {
|
||||||
boolean self = state.equals(model.selfState());
|
boolean self = state.equals(model.selfState());
|
||||||
int color = state.color();
|
int color = state.color();
|
||||||
int fill = this.withAlpha(color, self ? 155 : 92);
|
int fill = this.withAlpha(color, self ? 155 : 92);
|
||||||
for (ChunkPos chunk : state.chunks()) {
|
for (ChunkPos chunk : state.chunks()) {
|
||||||
|
int cx = chunk.x();
|
||||||
|
int cz = chunk.z();
|
||||||
|
if (cx < visMinX || cx > visMaxX || cz < visMinZ || cz > visMaxZ) continue;
|
||||||
this.drawChunkFill(context, chunk, fill);
|
this.drawChunkFill(context, chunk, fill);
|
||||||
}
|
}
|
||||||
if (!this.isVisible(state.capital())) continue;
|
if (!this.isVisible(state.capital())) continue;
|
||||||
@@ -386,6 +400,11 @@ extends Screen {
|
|||||||
for (ChunkPos chunk : model.sessionClaims()) {
|
for (ChunkPos chunk : model.sessionClaims()) {
|
||||||
this.drawChunkFill(context, chunk, -1938440928);
|
this.drawChunkFill(context, chunk, -1938440928);
|
||||||
}
|
}
|
||||||
|
// 标记飞地(疏漏区块):己方用醒目的红色描边提示填补,其他邦国用暗灰色标示
|
||||||
|
Set<ChunkPos> selfFlying = model.selfFlyingChunks();
|
||||||
|
for (ChunkPos chunk : model.flyingChunks()) {
|
||||||
|
this.drawChunkOutline(context, chunk, selfFlying.contains(chunk) ? -65536 : this.withAlpha(-8333060, 160));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 绘制玩家位置(白色方块)与当前目标区块(橙色描边) */
|
/** 绘制玩家位置(白色方块)与当前目标区块(橙色描边) */
|
||||||
@@ -476,57 +495,121 @@ extends Screen {
|
|||||||
|
|
||||||
/** 绘制右侧信息面板:字段标签、运行日志与状态/进度信息 */
|
/** 绘制右侧信息面板:字段标签、运行日志与状态/进度信息 */
|
||||||
private void drawInfo(DrawContext context) {
|
private void drawInfo(DrawContext context) {
|
||||||
int shown;
|
// ===== 右侧配置面板字段标签 =====
|
||||||
context.drawTextWithShadow(this.textRenderer, "\u90a6\u56fd", this.panelX + 4, this.stateFieldY + 4, -5592406);
|
context.drawTextWithShadow(this.textRenderer, "\u90a6\u56fd", this.panelX + 4, this.stateFieldY + 4, -5592406);
|
||||||
context.drawTextWithShadow(this.textRenderer, "\u76ee\u6807\u6570\u91cf", this.panelX + 4, this.targetFieldY + 4, -5592406);
|
context.drawTextWithShadow(this.textRenderer, "\u76ee\u6807\u6570\u91cf", this.panelX + 4, this.targetFieldY + 4, -5592406);
|
||||||
context.drawTextWithShadow(this.textRenderer, "\u7b49\u5f85\u8d85\u65f6", this.panelX + 4, this.advancedY + 4, -5592406);
|
context.drawTextWithShadow(this.textRenderer, "\u6743\u9650\u8bbe\u7f6e", this.panelX + 4, this.advancedY, -5592406);
|
||||||
context.drawTextWithShadow(this.textRenderer, "\u91cd\u8bd5\u6b21\u6570", this.panelX + 116, this.advancedY + 4, -5592406);
|
// 耐久回城阈值输入框的单位标签(位于输入框右侧)
|
||||||
context.drawTextWithShadow(this.textRenderer, "\u533a\u57df\u4e2d\u5fc3X", this.panelX + 4, this.advancedY + this.advRowGap + 4, -5592406);
|
if (this.durabilityField != null) {
|
||||||
context.drawTextWithShadow(this.textRenderer, "\u533a\u57df\u4e2d\u5fc3Z", this.panelX + 116, this.advancedY + this.advRowGap + 4, -5592406);
|
context.drawTextWithShadow(this.textRenderer, "\u8010\u4e45%",
|
||||||
context.drawTextWithShadow(this.textRenderer, "\u533a\u57df\u534a\u5f84", this.panelX + 4, this.advancedY + this.advRowGap * 2 + 4, -5592406);
|
this.durabilityField.getX() + this.durabilityField.getWidth() + 4,
|
||||||
context.drawTextWithShadow(this.textRenderer, "\u6269\u5708\u4e0a\u9650", this.panelX + 116, this.advancedY + this.advRowGap * 2 + 4, -5592406);
|
this.durabilityField.getY() + 6, -5592406);
|
||||||
context.drawTextWithShadow(this.textRenderer, "\u5237\u65b0\u95f4\u9694", this.panelX + 4, this.advancedY + this.advRowGap * 3 + 4, -5592406);
|
|
||||||
int belowY = this.mapY + this.mapH + 12;
|
|
||||||
int logWidth = Math.max(120, (int)(this.mapW * 0.52));
|
|
||||||
int statusX = this.mapX + logWidth + 20;
|
|
||||||
int statusWidth = this.mapW - logWidth - 20;
|
|
||||||
List<String> logs = this.controller.logs();
|
|
||||||
for (int i = shown = Math.min(4, logs.size()); i > 0; --i) {
|
|
||||||
String trimmed = this.textRenderer.trimToWidth(logs.get(logs.size() - i), logWidth);
|
|
||||||
context.drawTextWithShadow(this.textRenderer, trimmed, this.mapX, belowY + (shown - i) * 12, -6577233);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ===== 底部信息面板:日志(左)+ 状态(右),均单行截断,避免换行导致的重叠 =====
|
||||||
|
int infoTop = this.mapY + this.mapH + 10;
|
||||||
|
int logWidth = Math.max(120, (int)(this.mapW * 0.52));
|
||||||
|
int statusX = this.mapX + logWidth + 24;
|
||||||
|
int statusWidth = this.mapW - logWidth - 24;
|
||||||
|
|
||||||
|
// 半透明面板背景,使信息区与地图明显分隔
|
||||||
|
context.fill(this.mapX, infoTop - 2, this.mapX + this.mapW, infoTop + 74, 0x30000000);
|
||||||
|
// 两栏标题与竖向分隔线
|
||||||
|
context.drawTextWithShadow(this.textRenderer, "\u8fd0\u884c\u65e5\u5fd7", this.mapX + 2, infoTop, -5592406);
|
||||||
|
context.drawTextWithShadow(this.textRenderer, "\u72b6\u6001\u4fe1\u606f", statusX, infoTop, -5592406);
|
||||||
|
context.fill(statusX - 12, infoTop - 1, statusX - 11, infoTop + 58, -12761518);
|
||||||
|
|
||||||
|
// 运行日志:使用较小字体并自动换行,最新日志在最上方,逐行向下显示直到填满可视高度
|
||||||
|
List<String> logs = this.controller.logs();
|
||||||
|
float logScale = 0.75f; // 日志字号缩放(比默认小一号)
|
||||||
|
int logAreaTop = infoTop + 12;
|
||||||
|
int logAreaBottom = infoTop + 56; // 与竖向分隔线底部对齐
|
||||||
|
int wrapWidth = (int)((logWidth - 4) / logScale); // 缩放后的可用换行宽度(按未缩放坐标计算)
|
||||||
|
context.getMatrices().push();
|
||||||
|
context.getMatrices().scale(logScale, logScale, 1.0f);
|
||||||
|
int lineY = logAreaTop;
|
||||||
|
outer:
|
||||||
|
for (int i = logs.size() - 1; i >= 0; --i) {
|
||||||
|
for (OrderedText line : this.textRenderer.wrapLines(Text.literal(logs.get(i)), wrapWidth)) {
|
||||||
|
if (lineY + 9 > logAreaBottom) {
|
||||||
|
break outer;
|
||||||
|
}
|
||||||
|
context.drawTextWithShadow(this.textRenderer, line, (int)((this.mapX + 2) / logScale), (int)(lineY / logScale), -6577233);
|
||||||
|
lineY += 9;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
context.getMatrices().pop();
|
||||||
|
|
||||||
|
// 状态信息:单行截断 + 固定 12px 行距,彻底消除换行重叠
|
||||||
int target = this.config.targetCount;
|
int target = this.config.targetCount;
|
||||||
String targetText = target > 0 ? Integer.toString(target) : "\u6301\u7eed";
|
String targetText = target > 0 ? Integer.toString(target) : "\u6301\u7eed";
|
||||||
context.drawWrappedTextWithShadow(this.textRenderer, Text.literal(("\u72b6\u6001\uff1a" + this.controller.status())), statusX, belowY, statusWidth, -1);
|
String error = this.mod.dataService().lastError();
|
||||||
context.drawWrappedTextWithShadow(this.textRenderer, Text.literal(("\u8fdb\u5ea6\uff1a" + this.controller.completedClaims() + " / " + targetText + "\uff0c\u7b49\u5f85\uff1a" + this.controller.lastProgress() + "%")), statusX, belowY + 14, statusWidth, -1);
|
String[] statusLines = new String[]{
|
||||||
context.drawWrappedTextWithShadow(this.textRenderer, Text.literal(("\u961f\u5217\uff1a" + this.controller.queuedTargets() + "\uff0c\u6570\u636e\u9519\u8bef\uff1a" + (this.mod.dataService().lastError().isEmpty() ? "\u65e0" : this.mod.dataService().lastError()))), statusX, belowY + 30, statusWidth, -1);
|
"\u72b6\u6001\uff1a" + this.controller.status(),
|
||||||
context.drawWrappedTextWithShadow(this.textRenderer, Text.literal(this.refreshStatusText()), statusX, belowY + 46, statusWidth, -5592406);
|
"\u8fdb\u5ea6\uff1a" + this.controller.completedClaims() + " / " + targetText + "\uff0c\u7b49\u5f85\uff1a" + this.controller.lastProgress() + "%",
|
||||||
context.drawWrappedTextWithShadow(this.textRenderer, Text.literal((String)"\u5f00\u59cb\u524d\u8bf7\u786e\u8ba4\u5df2\u624b\u52a8\u6267\u884c /u claimmode"), statusX, belowY + 62, statusWidth, -13210);
|
"\u961f\u5217\uff1a" + this.controller.queuedTargets() + "\uff0c\u6570\u636e\u9519\u8bef\uff1a" + (error.isEmpty() ? "\u65e0" : error),
|
||||||
|
this.refreshStatusText()
|
||||||
|
};
|
||||||
|
for (int i = 0; i < statusLines.length; ++i) {
|
||||||
|
String trimmed = this.textRenderer.trimToWidth(statusLines[i], statusWidth);
|
||||||
|
context.drawTextWithShadow(this.textRenderer, trimmed, statusX, infoTop + 12 + i * 12, -1);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 底部整行提示
|
||||||
|
String hint = this.textRenderer.trimToWidth("\u5f00\u59cb\u524d\u8bf7\u786e\u8ba4\u5df2\u624b\u52a8\u6267\u884c /u claimmode", this.mapW);
|
||||||
|
context.drawTextWithShadow(this.textRenderer, hint, this.mapX + 2, infoTop + 62, -13210);
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 生成地图刷新状态文本(显示上次成功刷新距今的时间) */
|
/** 生成地图刷新状态文本(显示上次成功刷新距今的时间) */
|
||||||
private String refreshStatusText() {
|
private String refreshStatusText() {
|
||||||
long last = this.mod.dataService().lastSuccessfulFetchMillis();
|
long last = this.mod.dataService().lastSuccessfulFetchMillis();
|
||||||
|
String mapText;
|
||||||
if (last <= 0) {
|
if (last <= 0) {
|
||||||
return "\u5730\u56fe\u672a\u5237\u65b0";
|
mapText = "\u5730\u56fe\u672a\u5237\u65b0";
|
||||||
}
|
} else {
|
||||||
long seconds = (System.currentTimeMillis() - last) / 1000L;
|
long seconds = (System.currentTimeMillis() - last) / 1000L;
|
||||||
if (seconds < 60) {
|
mapText = seconds < 60 ? "\u5730\u56fe\u5df2\u5237\u65b0\uff1a" + seconds + "\u79d2\u524d" : "\u5730\u56fe\u5df2\u5237\u65b0\uff1a" + (seconds / 60) + "\u5206\u949f\u524d";
|
||||||
return "\u5730\u56fe\u5df2\u5237\u65b0\uff1a" + seconds + "\u79d2\u524d";
|
|
||||||
}
|
}
|
||||||
return "\u5730\u56fe\u5df2\u5237\u65b0\uff1a" + (seconds / 60) + "\u5206\u949f\u524d";
|
// API 数据源状态:启用时显示最近一次成功拉取距今的时间
|
||||||
|
if (this.mod.dataService().isApiEnabled()) {
|
||||||
|
long apiLast = this.mod.dataService().lastApiSuccessMillis();
|
||||||
|
String apiText;
|
||||||
|
if (apiLast <= 0) {
|
||||||
|
apiText = "API \u672a\u62c9\u53d6\u5230\u6570\u636e";
|
||||||
|
} else {
|
||||||
|
long s = (System.currentTimeMillis() - apiLast) / 1000L;
|
||||||
|
apiText = s < 60 ? "API \u5df2\u62c9\u53d6\uff1a" + s + "\u79d2\u524d" : "API \u5df2\u62c9\u53d6\uff1a" + (s / 60) + "\u5206\u949f\u524d";
|
||||||
|
}
|
||||||
|
return mapText + "\uff0c" + apiText;
|
||||||
|
}
|
||||||
|
return mapText;
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 自动识别玩家当前所在邦国并填入邦国输入框 */
|
/** 自动识别玩家当前所在邦国并填入邦国输入框(Dynmap 未覆盖时回退 API 按玩家名识别) */
|
||||||
private void autoState() {
|
private void autoState() {
|
||||||
TerritoryState auto = this.mod.dataService().model().findContainingState(this.playerChunk());
|
TerritoryState auto = this.mod.dataService().model().findContainingState(this.playerChunk());
|
||||||
if (auto == null) {
|
if (auto != null) {
|
||||||
this.config.stateName = "";
|
|
||||||
this.stateField.setText("");
|
|
||||||
} else {
|
|
||||||
this.config.stateName = auto.name();
|
this.config.stateName = auto.name();
|
||||||
this.stateField.setText(auto.name());
|
this.stateField.setText(auto.name());
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
|
// Dynmap 未覆盖(所在区块不属于任何邦国):尝试通过 API 按玩家名识别所属邦国
|
||||||
|
if (this.client == null || this.client.player == null || !this.mod.dataService().apiClient().hasApiKey()) {
|
||||||
|
this.config.stateName = "";
|
||||||
|
this.stateField.setText("");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
String playerName = this.client.player.getGameProfile().getName();
|
||||||
|
this.mod.dataService().detectStateByPlayerAsync(playerName, detected -> this.client.execute(() -> {
|
||||||
|
// 回调经 client.execute 切回主线程后再更新输入框
|
||||||
|
if (detected != null) {
|
||||||
|
this.config.stateName = detected;
|
||||||
|
this.stateField.setText(detected);
|
||||||
|
} else {
|
||||||
|
this.config.stateName = "";
|
||||||
|
this.stateField.setText("");
|
||||||
|
}
|
||||||
|
}));
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 点击"开始"按钮:解析输入到配置,保存到 mod 配置并启动扩地 */
|
/** 点击"开始"按钮:解析输入到配置,保存到 mod 配置并启动扩地 */
|
||||||
@@ -542,18 +625,17 @@ extends Screen {
|
|||||||
private void parseToConfig() {
|
private void parseToConfig() {
|
||||||
this.config.stateName = this.stateField.getText().trim();
|
this.config.stateName = this.stateField.getText().trim();
|
||||||
this.config.targetCount = this.parseInt(this.targetCountField.getText(), 20);
|
this.config.targetCount = this.parseInt(this.targetCountField.getText(), 20);
|
||||||
this.config.waitTimeoutSeconds = this.parseInt(this.waitTimeoutField.getText(), 60);
|
|
||||||
this.config.retries = this.parseInt(this.retriesField.getText(), 2);
|
|
||||||
this.config.regionCenterX = this.parseInt(this.regionXField.getText(), this.playerChunk().x());
|
|
||||||
this.config.regionCenterZ = this.parseInt(this.regionZField.getText(), this.playerChunk().z());
|
|
||||||
this.config.regionRadius = this.parseInt(this.regionRadiusField.getText(), 5);
|
|
||||||
this.config.maxRings = this.parseInt(this.ringsField.getText(), 0);
|
|
||||||
this.config.refreshIntervalSeconds = this.parseInt(this.refreshIntervalField.getText(), 30);
|
|
||||||
this.config.allowSprint = this.sprintBox.isChecked();
|
this.config.allowSprint = this.sprintBox.isChecked();
|
||||||
this.config.allowJump = this.jumpBox.isChecked();
|
this.config.allowJump = this.jumpBox.isChecked();
|
||||||
this.config.avoidMobs = this.avoidBox.isChecked();
|
this.config.avoidMobs = this.avoidBox.isChecked();
|
||||||
|
this.config.autoAttack = this.attackBox.isChecked();
|
||||||
this.config.allowBreak = this.breakBox.isChecked();
|
this.config.allowBreak = this.breakBox.isChecked();
|
||||||
this.config.allowPlace = this.placeBox.isChecked();
|
this.config.allowPlace = this.placeBox.isChecked();
|
||||||
|
this.config.durabilityGuard = this.durabilityGuardBox.isChecked();
|
||||||
|
this.config.autoBoat = this.autoBoatBox.isChecked();
|
||||||
|
int threshold = this.parseInt(this.durabilityField.getText(), 15);
|
||||||
|
// 钳制阈值到 1-99,避免 0(永不触发)或 100(刚装备就回城)
|
||||||
|
this.config.durabilityThreshold = Math.max(1, Math.min(99, threshold));
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 将本地配置副本同步到 mod 全局配置并保存到磁盘 */
|
/** 将本地配置副本同步到 mod 全局配置并保存到磁盘 */
|
||||||
@@ -562,22 +644,20 @@ extends Screen {
|
|||||||
target.strategy = this.config.strategy;
|
target.strategy = this.config.strategy;
|
||||||
target.stateName = this.config.stateName;
|
target.stateName = this.config.stateName;
|
||||||
target.targetCount = this.config.targetCount;
|
target.targetCount = this.config.targetCount;
|
||||||
target.waitTimeoutSeconds = this.config.waitTimeoutSeconds;
|
target.allowSprint = this.config.allowSprint;
|
||||||
target.retries = this.config.retries;
|
target.allowJump = this.config.allowJump;
|
||||||
target.regionCenterX = this.config.regionCenterX;
|
target.avoidMobs = this.config.avoidMobs;
|
||||||
target.regionCenterZ = this.config.regionCenterZ;
|
target.autoAttack = this.config.autoAttack;
|
||||||
target.regionRadius = this.config.regionRadius;
|
target.allowBreak = this.config.allowBreak;
|
||||||
|
target.allowPlace = this.config.allowPlace;
|
||||||
|
target.durabilityGuard = this.config.durabilityGuard;
|
||||||
|
target.durabilityThreshold = this.config.durabilityThreshold;
|
||||||
|
target.autoBoat = this.config.autoBoat;
|
||||||
|
// 同步矩形圈选坐标到全局配置(修复:之前忘记同步,导致区域扩地总是为空)
|
||||||
target.regionMinX = this.config.regionMinX;
|
target.regionMinX = this.config.regionMinX;
|
||||||
target.regionMaxX = this.config.regionMaxX;
|
target.regionMaxX = this.config.regionMaxX;
|
||||||
target.regionMinZ = this.config.regionMinZ;
|
target.regionMinZ = this.config.regionMinZ;
|
||||||
target.regionMaxZ = this.config.regionMaxZ;
|
target.regionMaxZ = this.config.regionMaxZ;
|
||||||
target.maxRings = this.config.maxRings;
|
|
||||||
target.refreshIntervalSeconds = this.config.refreshIntervalSeconds;
|
|
||||||
target.allowSprint = this.config.allowSprint;
|
|
||||||
target.allowJump = this.config.allowJump;
|
|
||||||
target.avoidMobs = this.config.avoidMobs;
|
|
||||||
target.allowBreak = this.config.allowBreak;
|
|
||||||
target.allowPlace = this.config.allowPlace;
|
|
||||||
this.mod.saveConfig();
|
this.mod.saveConfig();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,652 @@
|
|||||||
|
/*
|
||||||
|
* AutoStore 模组自动用船过水辅助:检测路径前方水域自动放船登船、上岸前自动下船回收。
|
||||||
|
*
|
||||||
|
* <p>仅在扩地任务运行中({@link ExpansionController#isRunning()} == true),
|
||||||
|
* 且配置开启 {@link ExpansionConfig#autoBoat} 时生效。
|
||||||
|
* 设计上以"最小侵入"为原则:不主动取消/重排 Baritone 寻路,不改变状态机,
|
||||||
|
* 只在合适时机调用 Minecraft 交互接口({@code interactBlock} / {@code interactEntity}),
|
||||||
|
* 以及按下/释放蹲伏键完成上下船。</p>
|
||||||
|
*
|
||||||
|
* <p>关键时序:
|
||||||
|
* <ul>
|
||||||
|
* <li>登船(每帧):玩家在岸上 → 朝向方向前方出现连续开阔水域(宽度 ≥
|
||||||
|
* {@link ExpansionConfig#autoBoatMinWidth}、长度 ≥
|
||||||
|
* {@link ExpansionConfig#autoBoatMinLength})→ 背包有任意船 → 切到主手放船并登船;</li>
|
||||||
|
* <li>上岸(每帧):玩家在船中且朝向上前方出现可站立方块 → 蹲伏下船并攻击船实体回收船。</li>
|
||||||
|
* </ul>
|
||||||
|
* </p>
|
||||||
|
*/
|
||||||
|
package autostore.client.navigation;
|
||||||
|
|
||||||
|
import autostore.client.config.ExpansionConfig;
|
||||||
|
import net.fabricmc.api.EnvType;
|
||||||
|
import net.fabricmc.api.Environment;
|
||||||
|
import net.minecraft.block.Blocks;
|
||||||
|
import net.minecraft.client.MinecraftClient;
|
||||||
|
import net.minecraft.client.option.KeyBinding;
|
||||||
|
import net.minecraft.entity.Entity;
|
||||||
|
import net.minecraft.entity.player.PlayerEntity;
|
||||||
|
import net.minecraft.entity.vehicle.AbstractBoatEntity;
|
||||||
|
import net.minecraft.item.ItemStack;
|
||||||
|
import net.minecraft.registry.Registries;
|
||||||
|
import net.minecraft.util.Hand;
|
||||||
|
import net.minecraft.util.Identifier;
|
||||||
|
import net.minecraft.util.hit.BlockHitResult;
|
||||||
|
import net.minecraft.util.math.BlockPos;
|
||||||
|
import net.minecraft.util.math.Direction;
|
||||||
|
import net.minecraft.util.math.MathHelper;
|
||||||
|
import net.minecraft.util.math.Vec3d;
|
||||||
|
import net.minecraft.world.World;
|
||||||
|
|
||||||
|
@Environment(EnvType.CLIENT)
|
||||||
|
/**
|
||||||
|
* 自动用船过水辅助(与 Baritone 寻路配合)。
|
||||||
|
*
|
||||||
|
* <p>本类只负责在合适时机插桩"放船/登船/下船/回收船"四个动作,
|
||||||
|
* 路径规划与开垦逻辑仍由 {@link ExpansionController} + Baritone 完成。
|
||||||
|
* 进出船流程会临时按住蹲伏键,阻止 Baritone 把玩家推进水里或撞上船,
|
||||||
|
* 流程结束后释放蹲伏键,Baritone 自动恢复正常寻路。</p>
|
||||||
|
*/
|
||||||
|
public final class AutoBoatController {
|
||||||
|
|
||||||
|
/** 进入船阶段:等待玩家进入水面时调用一次交互(在玩家脚下的水面方块上放船) */
|
||||||
|
private static final int PHASE_PLACE = 0;
|
||||||
|
/** 放船完成后等待若干 tick 再尝试登船(给服务器时间确认实体生成) */
|
||||||
|
private static final int PHASE_PLACE_WAIT = 1;
|
||||||
|
/** 登船阶段:寻找最近的可登船实体并调用 interactEntity */
|
||||||
|
private static final int PHASE_BOARD = 2;
|
||||||
|
/** 登船后等待若干 tick,让 Baritone 与服务器同步位置 */
|
||||||
|
private static final int PHASE_BOARD_WAIT = 3;
|
||||||
|
|
||||||
|
/** 上岸阶段:先按一次蹲伏键下船(持续按住一段时间,确保服务器收到下船) */
|
||||||
|
private static final int PHASE_DISMOUNT_PRESS = 4;
|
||||||
|
/** 下船后等待若干 tick,让服务器同步状态 */
|
||||||
|
private static final int PHASE_DISMOUNT_WAIT = 5;
|
||||||
|
/** 攻击船实体回收船(直到船从世界中消失) */
|
||||||
|
private static final int PHASE_BREAK_BOAT = 6;
|
||||||
|
/** 完成后等待若干 tick 再恢复 Baritone 寻路 */
|
||||||
|
private static final int PHASE_BREAK_WAIT = 7;
|
||||||
|
|
||||||
|
/** 当前阶段(详见常量定义) */
|
||||||
|
private int phase = PHASE_PLACE;
|
||||||
|
/** 当前阶段已等待的 tick 数 */
|
||||||
|
private int phaseTicks;
|
||||||
|
/** 上次保存的玩家主手槽位(完成后恢复) */
|
||||||
|
private int savedSelectedSlot = -1;
|
||||||
|
/** 进入船阶段:玩家脚下水面方块(用于重新计算登船点) */
|
||||||
|
private BlockPos placeTarget;
|
||||||
|
/** 进入船阶段:登船目标实体 ID(用于在 BOARD 阶段精确定位) */
|
||||||
|
private int boardTargetEntityId = -1;
|
||||||
|
/** 下船阶段:船实体 ID(用于 BREAK 阶段精确定位) */
|
||||||
|
private int boatEntityId = -1;
|
||||||
|
/** 当前阶段最近一次日志(用于去重,避免每帧刷屏) */
|
||||||
|
private String lastLoggedPhase;
|
||||||
|
/** 登船流程是否正在按住蹲伏键以阻止 Baritone 把玩家推进水里 */
|
||||||
|
private boolean holdingSneak;
|
||||||
|
|
||||||
|
/** 状态机:当前未做任何事 */
|
||||||
|
private static final int IDLE = -1;
|
||||||
|
/** 当前是进入船流程 */
|
||||||
|
private static final int FLOW_ENTER = 1;
|
||||||
|
/** 当前是上岸流程 */
|
||||||
|
private static final int FLOW_EXIT = 2;
|
||||||
|
private int flow = IDLE;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 每帧调用入口:根据当前玩家状态决定是否触发登船或上岸流程;
|
||||||
|
* 已经处于某个流程中时推进阶段。
|
||||||
|
*
|
||||||
|
* @param client 客户端
|
||||||
|
* @param config 扩地配置(用于读取 autoBoat/最小宽度/最短长度)
|
||||||
|
* @param isRunning 当前扩地任务是否在运行(PAUSE/COMPLETE/STOPPED 时跳过)
|
||||||
|
*/
|
||||||
|
public void tick(MinecraftClient client, ExpansionConfig config, boolean isRunning) {
|
||||||
|
if (client == null || client.player == null || client.world == null || client.interactionManager == null) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// 配置未启用或任务未运行:清理状态(如有进行中的流程,强行取消并释放蹲伏键)
|
||||||
|
if (!isRunning || !config.autoBoat) {
|
||||||
|
this.reset(client, false);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// 自动攻击、自动进食、自动游泳、走两步期间:让位(避免按键冲突)
|
||||||
|
if (this.flow == IDLE) {
|
||||||
|
// 无进行中流程:根据玩家状态决定是否需要登船 / 上岸
|
||||||
|
Entity vehicle = client.player.getVehicle();
|
||||||
|
if (vehicle instanceof AbstractBoatEntity) {
|
||||||
|
// 已在船中:检测前方是否即将到达岸边
|
||||||
|
if (this.shouldDisembark(client, config)) {
|
||||||
|
this.beginDisembark(client, (AbstractBoatEntity) vehicle);
|
||||||
|
}
|
||||||
|
} else if (this.shouldBoardBoat(client, config)) {
|
||||||
|
// 在岸上且前方有开阔水域:尝试登船
|
||||||
|
this.beginBoard(client);
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// 有进行中流程:推进阶段
|
||||||
|
switch (this.flow) {
|
||||||
|
case FLOW_ENTER -> this.tickEnter(client);
|
||||||
|
case FLOW_EXIT -> this.tickExit(client);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 强制停止所有动作(如任务被手动停止时) */
|
||||||
|
public void reset(MinecraftClient client, boolean silent) {
|
||||||
|
if (this.flow == IDLE) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// 释放蹲伏键(避免卡住"按住"状态)
|
||||||
|
if (this.holdingSneak) {
|
||||||
|
this.releaseSneak(client);
|
||||||
|
this.holdingSneak = false;
|
||||||
|
}
|
||||||
|
// 还原主手槽位(如有暂存)
|
||||||
|
this.restoreSelectedSlot(client);
|
||||||
|
this.flow = IDLE;
|
||||||
|
this.phase = PHASE_PLACE;
|
||||||
|
this.phaseTicks = 0;
|
||||||
|
this.placeTarget = null;
|
||||||
|
this.boardTargetEntityId = -1;
|
||||||
|
this.boatEntityId = -1;
|
||||||
|
this.lastLoggedPhase = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** @return 当前是否处于进行中流程(用于状态栏显示) */
|
||||||
|
public boolean isActive() {
|
||||||
|
return this.flow != IDLE;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** @return 当前流程的可读描述(用于状态/日志) */
|
||||||
|
public String describe() {
|
||||||
|
return switch (this.flow) {
|
||||||
|
case FLOW_ENTER -> "正在自动登船";
|
||||||
|
case FLOW_EXIT -> "正在上岸回收船";
|
||||||
|
default -> null;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
// =========================== 登船判断 ===========================
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 判断是否应该登船:
|
||||||
|
* 玩家在岸上或浅水中(脚下为可站立方块、或脚下为水/睡莲方块且头部未浸水)、
|
||||||
|
* 朝向方向前方出现连续开阔水域(宽度 ≥ 配置阈值、长度 ≥ 配置阈值)、
|
||||||
|
* 背包里有任意船物品。
|
||||||
|
*/
|
||||||
|
private boolean shouldBoardBoat(MinecraftClient client, ExpansionConfig config) {
|
||||||
|
PlayerEntity player = client.player;
|
||||||
|
// 玩家完全没入水中:暂不处理,等 Baritone 处理上岸(或玩家主动下船)
|
||||||
|
if (player.isSubmergedInWater()) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// 玩家脚下为水方块(浅水行走)或睡莲:也允许尝试放船
|
||||||
|
BlockPos playerPos = player.getBlockPos();
|
||||||
|
if (!isStandable(client.world, playerPos) && !this.isWaterAt(client.world, playerPos)
|
||||||
|
&& !client.world.getBlockState(playerPos).isOf(Blocks.LILY_PAD)) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// 背包里没有船
|
||||||
|
if (this.findBoatSlot(player) < 0) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// 朝向方向前方水域扫描:从玩家脚部位置按 yaw 方向扫描
|
||||||
|
Vec3d dir = this.forwardHorizontal(player);
|
||||||
|
if (dir == null) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
int minWidth = Math.max(2, config.autoBoatMinWidth);
|
||||||
|
int minLength = Math.max(minWidth, config.autoBoatMinLength);
|
||||||
|
// 在垂直方向(-1/0/1 格)共采样三条平行线,取宽度最窄者作为判定值——避免窄水渠被误判
|
||||||
|
int width = this.measureWaterWidth(client, playerPos, dir, minWidth);
|
||||||
|
if (width < minWidth) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// 沿朝向方向连续水方块长度
|
||||||
|
int length = this.measureWaterLength(client, playerPos, dir, minLength);
|
||||||
|
return length >= minLength;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 判断是否应该下船:朝向上前方出现可站立方块(岸边) */
|
||||||
|
private boolean shouldDisembark(MinecraftClient client, ExpansionConfig config) {
|
||||||
|
PlayerEntity player = client.player;
|
||||||
|
Vec3d dir = this.forwardHorizontal(player);
|
||||||
|
if (dir == null) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// 沿玩家朝向方向逐格扫描,遇到第一个可站立方块即视为即将上岸
|
||||||
|
BlockPos start = player.getBlockPos();
|
||||||
|
for (int step = 1; step <= 8; ++step) {
|
||||||
|
int bx = (int)Math.round(start.getX() + dir.x * step);
|
||||||
|
int bz = (int)Math.round(start.getZ() + dir.z * step);
|
||||||
|
// 玩家身高 1.8,需要 y/y+1 都不被实心方块占据
|
||||||
|
BlockPos feet = new BlockPos(bx, start.getY(), bz);
|
||||||
|
BlockPos head = feet.up();
|
||||||
|
if (isStandable(client.world, feet) && isAirOrPassable(client.world, head)) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 玩家在水平面上的朝向单位向量(忽略 Y) */
|
||||||
|
private Vec3d forwardHorizontal(PlayerEntity player) {
|
||||||
|
float yaw = player.getYaw();
|
||||||
|
// 与 ExpansionController#tickSideStep 一致:yaw 是水平角,转为方向向量
|
||||||
|
double rad = Math.toRadians(yaw);
|
||||||
|
double fx = -Math.sin(rad);
|
||||||
|
double fz = Math.cos(rad);
|
||||||
|
double len = Math.sqrt(fx * fx + fz * fz);
|
||||||
|
if (len < 1.0e-3) {
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
return new Vec3d(fx / len, 0.0, fz / len);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 测量沿指定方向在玩家脚下 y 平面上"连续水方块的最大宽度"。
|
||||||
|
* 从玩家前方第一格开始,沿主方向前进,每步同时检查主方向左右两侧是否也是水,
|
||||||
|
* 直到左右均不再是水为止。返回"至少左右各有 (count-1) 格水"的最大 width。
|
||||||
|
*/
|
||||||
|
private int measureWaterWidth(MinecraftClient client, BlockPos playerPos, Vec3d dir, int maxSample) {
|
||||||
|
// 取主方向的左右向量(顺时针 90°)
|
||||||
|
double lx = -dir.z;
|
||||||
|
double lz = dir.x;
|
||||||
|
int best = 0;
|
||||||
|
for (int step = 1; step <= maxSample; ++step) {
|
||||||
|
int cx = (int)Math.round(playerPos.getX() + dir.x * step);
|
||||||
|
int cz = (int)Math.round(playerPos.getZ() + dir.z * step);
|
||||||
|
// 沿左右两侧各扩展最多 8 格
|
||||||
|
int leftWidth = 0;
|
||||||
|
for (int side = 1; side <= 8; ++side) {
|
||||||
|
int sx = (int)Math.round(cx + lx * side);
|
||||||
|
int sz = (int)Math.round(cz + lz * side);
|
||||||
|
BlockPos p = new BlockPos(sx, playerPos.getY(), sz);
|
||||||
|
if (this.isWaterAt(client.world, p)) {
|
||||||
|
leftWidth = side;
|
||||||
|
} else {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
int rightWidth = 0;
|
||||||
|
for (int side = 1; side <= 8; ++side) {
|
||||||
|
int sx = (int)Math.round(cx - lx * side);
|
||||||
|
int sz = (int)Math.round(cz - lz * side);
|
||||||
|
BlockPos p = new BlockPos(sx, playerPos.getY(), sz);
|
||||||
|
if (this.isWaterAt(client.world, p)) {
|
||||||
|
rightWidth = side;
|
||||||
|
} else {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
int width = 1 + leftWidth + rightWidth;
|
||||||
|
if (width > best) {
|
||||||
|
best = width;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return best;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 沿主方向连续水方块的长度(玩家高度 ±1 的可站立格也算"岸边") */
|
||||||
|
private int measureWaterLength(MinecraftClient client, BlockPos playerPos, Vec3d dir, int maxSample) {
|
||||||
|
int length = 0;
|
||||||
|
for (int step = 1; step <= 32; ++step) {
|
||||||
|
int cx = (int)Math.round(playerPos.getX() + dir.x * step);
|
||||||
|
int cz = (int)Math.round(playerPos.getZ() + dir.z * step);
|
||||||
|
BlockPos p = new BlockPos(cx, playerPos.getY(), cz);
|
||||||
|
if (this.isWaterAt(client.world, p)) {
|
||||||
|
length = step;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
// 玩家脚下 y 不是水,但同 x/z 在 ±1 y 出现可站立方块 → 也视为水域末端即将上岸
|
||||||
|
if (isStandable(client.world, p) || isStandable(client.world, p.up()) || isStandable(client.world, p.down())) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
// 都不满足则中断
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
return length;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 指定坐标方块是否为水(含含水方块/植物/含水流体的方块) */
|
||||||
|
private boolean isWaterAt(World world, BlockPos pos) {
|
||||||
|
var state = world.getBlockState(pos);
|
||||||
|
return state.isOf(Blocks.WATER)
|
||||||
|
|| state.isOf(Blocks.BUBBLE_COLUMN)
|
||||||
|
|| state.isOf(Blocks.KELP)
|
||||||
|
|| state.isOf(Blocks.KELP_PLANT)
|
||||||
|
|| state.isOf(Blocks.SEAGRASS)
|
||||||
|
|| state.isOf(Blocks.TALL_SEAGRASS);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 玩家脚下"可站立"方块:实心方块且上方是空气/可穿过 */
|
||||||
|
private boolean isStandable(World world, BlockPos pos) {
|
||||||
|
var state = world.getBlockState(pos);
|
||||||
|
if (state.isAir()) return false;
|
||||||
|
if (state.getCollisionShape(world, pos).isEmpty()) return false;
|
||||||
|
return isAirOrPassable(world, pos.up());
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 玩家头部位置可穿过(空气/草丛等无碰撞) */
|
||||||
|
private boolean isAirOrPassable(World world, BlockPos pos) {
|
||||||
|
var state = world.getBlockState(pos);
|
||||||
|
if (state.isAir()) return true;
|
||||||
|
return state.getCollisionShape(world, pos).isEmpty();
|
||||||
|
}
|
||||||
|
|
||||||
|
// =========================== 登船流程 ===========================
|
||||||
|
|
||||||
|
private void beginBoard(MinecraftClient client) {
|
||||||
|
this.flow = FLOW_ENTER;
|
||||||
|
this.phase = PHASE_PLACE;
|
||||||
|
this.phaseTicks = 0;
|
||||||
|
this.placeTarget = this.findWaterInFront(client);
|
||||||
|
this.boardTargetEntityId = -1;
|
||||||
|
this.lastLoggedPhase = null;
|
||||||
|
// 暂存当前主手槽位,结束后还原
|
||||||
|
this.savedSelectedSlot = client.player.getInventory().selectedSlot;
|
||||||
|
// 按住蹲伏键以阻止 Baritone 把玩家推进水里(也避免登船后立即被推动离开船)
|
||||||
|
this.pressSneak(client);
|
||||||
|
this.holdingSneak = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void tickEnter(MinecraftClient client) {
|
||||||
|
switch (this.phase) {
|
||||||
|
case PHASE_PLACE -> this.enterPlace(client);
|
||||||
|
case PHASE_PLACE_WAIT -> this.enterPlaceWait(client);
|
||||||
|
case PHASE_BOARD -> this.enterBoard(client);
|
||||||
|
case PHASE_BOARD_WAIT -> this.enterBoardWait(client);
|
||||||
|
default -> this.reset(client, true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** PHASE_PLACE:玩家脚下方块必须是水(站在岸边浅水处),在脚下方块上放船 */
|
||||||
|
private void enterPlace(MinecraftClient client) {
|
||||||
|
PlayerEntity player = client.player;
|
||||||
|
if (this.placeTarget == null) {
|
||||||
|
this.placeTarget = this.findWaterInFront(client);
|
||||||
|
}
|
||||||
|
// 若玩家当前站在陆地:仍允许(船会被放在脚前的水方块上)
|
||||||
|
BlockPos waterPos = this.placeTarget != null ? this.placeTarget : player.getBlockPos();
|
||||||
|
if (!this.isWaterAt(client.world, waterPos)) {
|
||||||
|
// 没有合适的水方块 → 取消
|
||||||
|
this.reset(client, true);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
int slot = this.findBoatSlot(player);
|
||||||
|
if (slot < 0) {
|
||||||
|
this.reset(client, true);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// 切换主手到船物品并放置
|
||||||
|
player.getInventory().selectedSlot = slot;
|
||||||
|
BlockHitResult hit = new BlockHitResult(
|
||||||
|
Vec3d.ofCenter(waterPos).add(0, 0.5, 0),
|
||||||
|
Direction.UP,
|
||||||
|
waterPos,
|
||||||
|
false
|
||||||
|
);
|
||||||
|
client.interactionManager.interactBlock(client.player, Hand.MAIN_HAND, hit);
|
||||||
|
this.logPhaseOnce(client, "已放船于 " + waterPos.getX() + "," + waterPos.getY() + "," + waterPos.getZ());
|
||||||
|
this.phase = PHASE_PLACE_WAIT;
|
||||||
|
this.phaseTicks = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** PHASE_PLACE_WAIT:等待 3 tick 让服务器确认船实体生成 */
|
||||||
|
private void enterPlaceWait(MinecraftClient client) {
|
||||||
|
this.phaseTicks++;
|
||||||
|
if (this.phaseTicks < 3) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// 在附近寻找新放置的船
|
||||||
|
AbstractBoatEntity boat = this.findNearbyBoat(client, 6.0);
|
||||||
|
if (boat == null) {
|
||||||
|
// 没找到:可能服务器拒收 / 反作弊拦截 → 取消
|
||||||
|
this.logPhaseOnce(client, "放船后未找到船实体,取消登船");
|
||||||
|
this.reset(client, true);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.boardTargetEntityId = boat.getId();
|
||||||
|
this.phase = PHASE_BOARD;
|
||||||
|
this.phaseTicks = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** PHASE_BOARD:找到目标船实体并 right-click 上船 */
|
||||||
|
private void enterBoard(MinecraftClient client) {
|
||||||
|
AbstractBoatEntity boat = this.findBoatById(client, this.boardTargetEntityId);
|
||||||
|
if (boat == null) {
|
||||||
|
// 实体可能已被销毁:再扫一次附近
|
||||||
|
boat = this.findNearbyBoat(client, 4.0);
|
||||||
|
if (boat == null) {
|
||||||
|
this.reset(client, true);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.boardTargetEntityId = boat.getId();
|
||||||
|
}
|
||||||
|
// 上船:调用 interactEntity(玩家 main hand)
|
||||||
|
client.interactionManager.interactEntity(client.player, boat, Hand.MAIN_HAND);
|
||||||
|
this.logPhaseOnce(client, "已登船");
|
||||||
|
this.phase = PHASE_BOARD_WAIT;
|
||||||
|
this.phaseTicks = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** PHASE_BOARD_WAIT:等待服务器确认玩家已在船中 */
|
||||||
|
private void enterBoardWait(MinecraftClient client) {
|
||||||
|
this.phaseTicks++;
|
||||||
|
if (this.phaseTicks < 3) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!(client.player.getVehicle() instanceof AbstractBoatEntity)) {
|
||||||
|
// 登船失败 → 取消
|
||||||
|
this.reset(client, true);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// 释放蹲伏键,Baritone 恢复自动寻路(此时玩家在船中,按 W 即可让船前进)
|
||||||
|
this.releaseSneak(client);
|
||||||
|
this.holdingSneak = false;
|
||||||
|
this.logPhaseOnce(client, "自动登船完成,开始过水");
|
||||||
|
this.flow = IDLE;
|
||||||
|
this.phase = PHASE_PLACE;
|
||||||
|
this.phaseTicks = 0;
|
||||||
|
this.placeTarget = null;
|
||||||
|
this.boardTargetEntityId = -1;
|
||||||
|
// 还原主手槽位(让 Baritone 自由切回所需工具)
|
||||||
|
this.restoreSelectedSlot(client);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 玩家正前方 1 格内的水面方块(脚下优先);找不到返回 null */
|
||||||
|
private BlockPos findWaterInFront(MinecraftClient client) {
|
||||||
|
Vec3d dir = this.forwardHorizontal(client.player);
|
||||||
|
if (dir == null) {
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
BlockPos playerPos = client.player.getBlockPos();
|
||||||
|
for (int step = 0; step <= 2; ++step) {
|
||||||
|
int cx = (int)Math.round(playerPos.getX() + dir.x * step);
|
||||||
|
int cz = (int)Math.round(playerPos.getZ() + dir.z * step);
|
||||||
|
BlockPos p = new BlockPos(cx, playerPos.getY(), cz);
|
||||||
|
if (this.isWaterAt(client.world, p)) {
|
||||||
|
return p;
|
||||||
|
}
|
||||||
|
// 退一步:玩家脚下方块向下找水
|
||||||
|
BlockPos below = p.down();
|
||||||
|
if (this.isWaterAt(client.world, below)) {
|
||||||
|
return below;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 查找背包里第一个"船类"物品(含 chest_boat)的槽位;找不到返回 -1 */
|
||||||
|
private int findBoatSlot(PlayerEntity player) {
|
||||||
|
var inventory = player.getInventory();
|
||||||
|
for (int slot = 0; slot < inventory.size(); ++slot) {
|
||||||
|
ItemStack stack = inventory.getStack(slot);
|
||||||
|
if (stack.isEmpty()) continue;
|
||||||
|
Identifier id = Registries.ITEM.getId(stack.getItem());
|
||||||
|
if (id == null) continue;
|
||||||
|
String path = id.getPath();
|
||||||
|
if (path.endsWith("_boat") || path.endsWith("_chest_boat") || path.equals("boat") || path.equals("chest_boat")) {
|
||||||
|
return slot;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 还原玩家主手槽位(进入船前保存的) */
|
||||||
|
private void restoreSelectedSlot(MinecraftClient client) {
|
||||||
|
if (this.savedSelectedSlot >= 0 && client.player != null) {
|
||||||
|
client.player.getInventory().selectedSlot = this.savedSelectedSlot;
|
||||||
|
}
|
||||||
|
this.savedSelectedSlot = -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// =========================== 上岸流程 ===========================
|
||||||
|
|
||||||
|
private void beginDisembark(MinecraftClient client, AbstractBoatEntity boat) {
|
||||||
|
this.flow = FLOW_EXIT;
|
||||||
|
this.phase = PHASE_DISMOUNT_PRESS;
|
||||||
|
this.phaseTicks = 0;
|
||||||
|
this.boatEntityId = boat.getId();
|
||||||
|
this.lastLoggedPhase = null;
|
||||||
|
// 暂存主手槽位(攻击船后还原)
|
||||||
|
this.savedSelectedSlot = client.player.getInventory().selectedSlot;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void tickExit(MinecraftClient client) {
|
||||||
|
switch (this.phase) {
|
||||||
|
case PHASE_DISMOUNT_PRESS -> this.exitPressSneak(client);
|
||||||
|
case PHASE_DISMOUNT_WAIT -> this.exitWaitDismount(client);
|
||||||
|
case PHASE_BREAK_BOAT -> this.exitBreakBoat(client);
|
||||||
|
case PHASE_BREAK_WAIT -> this.exitBreakWait(client);
|
||||||
|
default -> this.reset(client, true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 按住蹲伏键一段时间(≥3 tick),触发玩家从船中下船 */
|
||||||
|
private void exitPressSneak(MinecraftClient client) {
|
||||||
|
this.pressSneak(client);
|
||||||
|
this.holdingSneak = true;
|
||||||
|
this.phaseTicks++;
|
||||||
|
if (this.phaseTicks < 3) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// 玩家下船后再释放蹲伏键也会被 BREAK_BOAT/BREAK_WAIT 阶段重新按住
|
||||||
|
this.releaseSneak(client);
|
||||||
|
this.holdingSneak = false;
|
||||||
|
this.phase = PHASE_DISMOUNT_WAIT;
|
||||||
|
this.phaseTicks = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 等待玩家从船中分离出来 */
|
||||||
|
private void exitWaitDismount(MinecraftClient client) {
|
||||||
|
this.phaseTicks++;
|
||||||
|
if (this.phaseTicks < 3) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// 玩家已下船:进入攻击船阶段
|
||||||
|
this.phase = PHASE_BREAK_BOAT;
|
||||||
|
this.phaseTicks = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 攻击船实体回收船(最多 20 tick;持续到船被销毁或超时);
|
||||||
|
* 整个阶段按住蹲伏键以阻止 Baritone 在破坏船时把玩家带离船边。 */
|
||||||
|
private void exitBreakBoat(MinecraftClient client) {
|
||||||
|
if (!this.holdingSneak) {
|
||||||
|
this.pressSneak(client);
|
||||||
|
this.holdingSneak = true;
|
||||||
|
}
|
||||||
|
AbstractBoatEntity boat = this.findBoatById(client, this.boatEntityId);
|
||||||
|
if (boat == null || boat.isRemoved()) {
|
||||||
|
// 船已销毁(可能玩家已捡起 / 服务器回收)
|
||||||
|
this.phase = PHASE_BREAK_WAIT;
|
||||||
|
this.phaseTicks = 0;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// 必须面朝船才能命中(服务端通常校验朝向)
|
||||||
|
Vec3d playerEye = client.player.getEyePos();
|
||||||
|
Vec3d toBoat = boat.getPos().add(0.0, boat.getHeight() * 0.5, 0.0).subtract(playerEye);
|
||||||
|
double horizontal = Math.sqrt(toBoat.x * toBoat.x + toBoat.z * toBoat.z);
|
||||||
|
float yaw = (float) (Math.toDegrees(Math.atan2(toBoat.z, toBoat.x)) - 90.0);
|
||||||
|
float pitch = (float) (-Math.toDegrees(Math.atan2(toBoat.y, horizontal)));
|
||||||
|
client.player.setYaw(yaw);
|
||||||
|
client.player.setPitch(MathHelper.clamp(pitch, -90.0f, 90.0f));
|
||||||
|
client.interactionManager.attackEntity(client.player, boat);
|
||||||
|
this.phaseTicks++;
|
||||||
|
if (this.phaseTicks > 20) {
|
||||||
|
// 超时:放弃回收,直接进入下一步
|
||||||
|
this.phase = PHASE_BREAK_WAIT;
|
||||||
|
this.phaseTicks = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 收尾:等待船销毁完成 + 释放蹲伏键让 Baritone 恢复正常寻路 */
|
||||||
|
private void exitBreakWait(MinecraftClient client) {
|
||||||
|
if (this.holdingSneak) {
|
||||||
|
this.releaseSneak(client);
|
||||||
|
this.holdingSneak = false;
|
||||||
|
}
|
||||||
|
this.phaseTicks++;
|
||||||
|
if (this.phaseTicks < 3) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.logPhaseOnce(client, "上岸并回收船完成");
|
||||||
|
this.flow = IDLE;
|
||||||
|
this.phase = PHASE_PLACE;
|
||||||
|
this.phaseTicks = 0;
|
||||||
|
this.boatEntityId = -1;
|
||||||
|
this.restoreSelectedSlot(client);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 按下蹲伏键(持续按住) */
|
||||||
|
private void pressSneak(MinecraftClient client) {
|
||||||
|
if (client.player == null) return;
|
||||||
|
KeyBinding sneak = client.options.sneakKey;
|
||||||
|
sneak.setPressed(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 释放蹲伏键 */
|
||||||
|
private void releaseSneak(MinecraftClient client) {
|
||||||
|
if (client.player == null) return;
|
||||||
|
KeyBinding sneak = client.options.sneakKey;
|
||||||
|
sneak.setPressed(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 在指定半径内查找最接近玩家的船实体 */
|
||||||
|
private AbstractBoatEntity findNearbyBoat(MinecraftClient client, double radius) {
|
||||||
|
Vec3d center = client.player.getPos();
|
||||||
|
AbstractBoatEntity best = null;
|
||||||
|
double bestDistance = Double.MAX_VALUE;
|
||||||
|
for (Entity entity : client.world.getOtherEntities(client.player, client.player.getBoundingBox().expand(radius))) {
|
||||||
|
if (!(entity instanceof AbstractBoatEntity boat)) continue;
|
||||||
|
if (boat.isRemoved()) continue;
|
||||||
|
double d = entity.squaredDistanceTo(center);
|
||||||
|
if (d < bestDistance) {
|
||||||
|
bestDistance = d;
|
||||||
|
best = boat;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return best;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 按实体 ID 精确查找船实体(避免世界内多艘船的歧义) */
|
||||||
|
private AbstractBoatEntity findBoatById(MinecraftClient client, int entityId) {
|
||||||
|
if (entityId < 0) return null;
|
||||||
|
Entity entity = client.world.getEntityById(entityId);
|
||||||
|
if (entity instanceof AbstractBoatEntity boat && !boat.isRemoved()) {
|
||||||
|
return boat;
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 仅在阶段切换时记录一次日志,避免每帧刷屏 */
|
||||||
|
private void logPhaseOnce(MinecraftClient client, String message) {
|
||||||
|
if (message == null || message.equals(this.lastLoggedPhase)) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.lastLoggedPhase = message;
|
||||||
|
if (client.player != null) {
|
||||||
|
client.player.sendMessage(net.minecraft.text.Text.literal("[AutoStore] " + message), false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -8,7 +8,6 @@ import autostore.client.config.ExpansionConfig;
|
|||||||
import autostore.client.territory.ChunkPos;
|
import autostore.client.territory.ChunkPos;
|
||||||
import autostore.client.territory.TerritoryModel;
|
import autostore.client.territory.TerritoryModel;
|
||||||
import autostore.client.territory.TerritoryState;
|
import autostore.client.territory.TerritoryState;
|
||||||
import java.util.ArrayDeque;
|
|
||||||
import java.util.ArrayList;
|
import java.util.ArrayList;
|
||||||
import java.util.Comparator;
|
import java.util.Comparator;
|
||||||
import java.util.HashSet;
|
import java.util.HashSet;
|
||||||
@@ -21,11 +20,12 @@ import net.fabricmc.api.Environment;
|
|||||||
/**
|
/**
|
||||||
* 扩地规划器:根据当前邦国领土、配置与玩家位置,计算下一步要占领的区块列表。
|
* 扩地规划器:根据当前邦国领土、配置与玩家位置,计算下一步要占领的区块列表。
|
||||||
*
|
*
|
||||||
* <p>支持三种扩地策略:
|
* <p>支持四种扩地策略:
|
||||||
* <ul>
|
* <ul>
|
||||||
* <li>策略 1:方形外扩(优先填内部空洞,再向外一圈圈扩展)</li>
|
* <li>策略 1:方形外扩(优先填内部空洞,再向外一圈圈扩展)</li>
|
||||||
|
* <li>策略 3:玩家周围扩地(围绕玩家从近到远铺开)</li>
|
||||||
* <li>策略 4:绕国一圈(沿领土边界按角度均匀向外扩张)</li>
|
* <li>策略 4:绕国一圈(沿领土边界按角度均匀向外扩张)</li>
|
||||||
* <li>其他(2/3):直线推进(沿一个方向连续向外延伸)</li>
|
* <li>其他(2 无圈选区域 / 未知值):直线推进(沿一个方向连续向外延伸)</li>
|
||||||
* </ul>
|
* </ul>
|
||||||
*/
|
*/
|
||||||
public final class ExpansionPlanner {
|
public final class ExpansionPlanner {
|
||||||
@@ -41,17 +41,49 @@ public final class ExpansionPlanner {
|
|||||||
* @return 建议占领的区块列表(按优先级排序)
|
* @return 建议占领的区块列表(按优先级排序)
|
||||||
*/
|
*/
|
||||||
public List<ChunkPos> generate(TerritoryModel model, ExpansionConfig config, ChunkPos playerChunk) {
|
public List<ChunkPos> generate(TerritoryModel model, ExpansionConfig config, ChunkPos playerChunk) {
|
||||||
|
List<ChunkPos> result;
|
||||||
if (config.strategy == 1) {
|
if (config.strategy == 1) {
|
||||||
return this.generateHolePriority(model, config, playerChunk);
|
result = this.generateHolePriority(model, config, playerChunk);
|
||||||
|
} else if (config.strategy == 4) {
|
||||||
|
result = this.generatePerimeter(model, config, playerChunk);
|
||||||
|
} else if (config.strategy == 3) {
|
||||||
|
result = this.generateAroundPlayer(model, config, playerChunk);
|
||||||
|
} else if (config.strategy == 2 && config.regionMaxX >= config.regionMinX) {
|
||||||
|
result = this.generateRectangle(model, config, playerChunk);
|
||||||
|
} else {
|
||||||
|
result = this.generateLine(model, config, playerChunk);
|
||||||
}
|
}
|
||||||
if (config.strategy == 4) {
|
return this.prefixFlyingChunks(model, config, playerChunk, result);
|
||||||
return this.generatePerimeter(model, config, playerChunk);
|
|
||||||
}
|
}
|
||||||
// 策略 2 区域扩地:玩家圈选了矩形时,完全按矩形区域扩地
|
|
||||||
if (config.strategy == 2 && config.regionMaxX >= config.regionMinX) {
|
/**
|
||||||
return this.generateRectangle(model, config, playerChunk);
|
* 将己方领土内的"飞地(疏漏区块)"提到队列最前,优先填补。
|
||||||
|
*
|
||||||
|
* <p>飞地指未被占领、但四周(四个正方向)都被己方领土包围的区块,
|
||||||
|
* 是自动扩地过程中最容易漏掉的疏漏。先把它们填上可保证领土闭合、不留缺口。</p>
|
||||||
|
*/
|
||||||
|
private List<ChunkPos> prefixFlyingChunks(TerritoryModel model, ExpansionConfig config, ChunkPos playerChunk, List<ChunkPos> planned) {
|
||||||
|
Set<ChunkPos> flying = model.selfFlyingChunks();
|
||||||
|
if (flying == null || flying.isEmpty()) {
|
||||||
|
return planned;
|
||||||
}
|
}
|
||||||
return this.generateLine(model, config, playerChunk);
|
int limit = config.targetCount > 0 ? config.targetCount : Math.max(planned.size(), flying.size());
|
||||||
|
Comparator<ChunkPos> byDistance = Comparator.comparingInt(playerChunk::manhattanDistance);
|
||||||
|
ArrayList<ChunkPos> result = new ArrayList<ChunkPos>();
|
||||||
|
// 飞地优先,且必须仍在配置区域内
|
||||||
|
for (ChunkPos chunk : flying) {
|
||||||
|
if (result.size() >= limit) break;
|
||||||
|
if (!this.isInRegion(chunk, config)) continue;
|
||||||
|
result.add(chunk);
|
||||||
|
}
|
||||||
|
result.sort(byDistance);
|
||||||
|
// 其余规划区块依次补充,去重且不超过 limit
|
||||||
|
for (ChunkPos chunk : planned) {
|
||||||
|
if (result.size() >= limit) break;
|
||||||
|
if (flying.contains(chunk)) continue;
|
||||||
|
result.add(chunk);
|
||||||
|
}
|
||||||
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -135,7 +167,32 @@ public final class ExpansionPlanner {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 策略 2/3:直线推进。
|
* 策略 3:玩家周围扩地。
|
||||||
|
*
|
||||||
|
* <p>收集所有与己方领土相邻的合法区块,以玩家当前位置为中心,
|
||||||
|
* 按与玩家的曼哈顿距离由近到远排序(距离相同者优先邻居数多、形状更紧实的),
|
||||||
|
* 围绕玩家一圈圈向外铺开,而非沿固定方向直线推进。</p>
|
||||||
|
*/
|
||||||
|
private List<ChunkPos> generateAroundPlayer(TerritoryModel model, ExpansionConfig config, ChunkPos playerChunk) {
|
||||||
|
Set<ChunkPos> actualOwn = this.ownChunks(model);
|
||||||
|
Set<ChunkPos> allClaimed = model.allClaimedChunks();
|
||||||
|
if (actualOwn.isEmpty()) {
|
||||||
|
return List.of();
|
||||||
|
}
|
||||||
|
int limit = config.targetCount > 0 ? config.targetCount : 64;
|
||||||
|
HashSet<ChunkPos> plannedOwn = new HashSet<ChunkPos>(actualOwn);
|
||||||
|
HashSet<ChunkPos> candidates = new HashSet<ChunkPos>();
|
||||||
|
this.addNeighbors(plannedOwn, candidates, allClaimed, config);
|
||||||
|
if (candidates.isEmpty()) {
|
||||||
|
return List.of();
|
||||||
|
}
|
||||||
|
Comparator<ChunkPos> byDistance = Comparator.comparingInt(playerChunk::manhattanDistance)
|
||||||
|
.thenComparingInt(chunk -> -this.ownNeighbors(chunk, plannedOwn));
|
||||||
|
return candidates.stream().sorted(byDistance).limit((long)limit).toList();
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 策略 2(无圈选区域时)/ 未知策略回退:直线推进。
|
||||||
*
|
*
|
||||||
* <p>从玩家当前位置出发,沿一个方向连续向外延伸占领区块(形成一条"线")。
|
* <p>从玩家当前位置出发,沿一个方向连续向外延伸占领区块(形成一条"线")。
|
||||||
* 每步从候选集中挑选评分最优的区块:距离越近、越贴合当前方向、邻居越多、形状越规整越好。
|
* 每步从候选集中挑选评分最优的区块:距离越近、越贴合当前方向、邻居越多、形状越规整越好。
|
||||||
@@ -191,11 +248,18 @@ 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:严格 S 形(蛇形)扫描,由内而外推进。
|
||||||
*
|
*
|
||||||
* <p>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),
|
* <p>扫描规则(v1.2.1 重写):
|
||||||
* 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,
|
* <ul>
|
||||||
* 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。
|
* <li>起始扫描线 = 矩形四条边中<b>离王城直线距离最近</b>的那条边(点到线段距离),
|
||||||
|
* 从该边向对边单调推进——即"由内而外",避免先跑到区域外侧绕圈;</li>
|
||||||
|
* <li>扫描行/列内做标准蛇形往返(相邻行方向交替),即使待开垦区块构成不规则多边形,
|
||||||
|
* 也始终按 S 形顺序一路扫过去,跳过暂时不可开垦的区块而不打乱顺序;</li>
|
||||||
|
* <li>首条扫描线的行内起始端同样选取离王城更近的一端;</li>
|
||||||
|
* <li>每个入选区块必须与"己方领土(含本次已选)"四正方向接壤,保证服务器接受开拓。</li>
|
||||||
|
* </ul>
|
||||||
|
* 复杂度:O(区域面积) 单遍扫描 + O(4) 接壤检查。</p>
|
||||||
*/
|
*/
|
||||||
private List<ChunkPos> generateRectangle(TerritoryModel model, ExpansionConfig config, ChunkPos playerChunk) {
|
private List<ChunkPos> generateRectangle(TerritoryModel model, ExpansionConfig config, ChunkPos playerChunk) {
|
||||||
Set<ChunkPos> actualOwn = this.ownChunks(model);
|
Set<ChunkPos> actualOwn = this.ownChunks(model);
|
||||||
@@ -208,50 +272,86 @@ public final class ExpansionPlanner {
|
|||||||
int minZ = config.regionMinZ;
|
int minZ = config.regionMinZ;
|
||||||
int maxZ = config.regionMaxZ;
|
int maxZ = config.regionMaxZ;
|
||||||
int limit = config.targetCount > 0 ? config.targetCount : Integer.MAX_VALUE;
|
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
|
ChunkPos capital = this.capital(model, playerChunk);
|
||||||
boolean bordersOwn = false;
|
// ===== 1. 四条边到王城的距离(点到线段距离的平方),选最近者为起始边 =====
|
||||||
for (int x = minX; x <= maxX; ++x) {
|
// 王城坐标投影到边所在线段的横向偏移(王城在区域横向范围外时才有偏移)
|
||||||
for (int z = minZ; z <= maxZ; ++z) {
|
int dxEdge = Math.max(0, Math.max(minX - capital.x(), capital.x() - maxX));
|
||||||
ChunkPos chunk = new ChunkPos(x, z);
|
int dzEdge = Math.max(0, Math.max(minZ - capital.z(), capital.z() - maxZ));
|
||||||
if (allClaimed.contains(chunk)) continue;
|
long distNorth = (long)dxEdge * dxEdge + (long)(minZ - capital.z()) * (minZ - capital.z());
|
||||||
if (this.ownNeighbors(chunk, actualOwn) > 0) {
|
long distSouth = (long)dxEdge * dxEdge + (long)(maxZ - capital.z()) * (maxZ - capital.z());
|
||||||
bordersOwn = true;
|
long distWest = (long)(minX - capital.x()) * (minX - capital.x()) + (long)dzEdge * dzEdge;
|
||||||
break;
|
long distEast = (long)(maxX - capital.x()) * (maxX - capital.x()) + (long)dzEdge * dzEdge;
|
||||||
}
|
// 最近边决定扫描方向:北/南边最近 → 横向逐行扫(行沿 Z 推进);西/东边最近 → 纵向逐列扫
|
||||||
}
|
boolean rowScan = Math.min(distNorth, distSouth) <= Math.min(distWest, distEast);
|
||||||
if (bordersOwn) break;
|
// ===== 2. 生成 S 形扫描序列并按接壤过滤 =====
|
||||||
}
|
// 接壤判断集合:己方领土 + 本次已选区块。
|
||||||
if (!bordersOwn) {
|
// 注意:绝不能把其他邦国领土(allClaimed)混入接壤判断集合,
|
||||||
return List.of();
|
// 否则会选中"挨着其他邦国、但与己方领土不相邻"的区块,服务器会拒绝开拓(历史 bug)。
|
||||||
}
|
HashSet<ChunkPos> claimed = new HashSet<ChunkPos>(actualOwn);
|
||||||
// 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<ChunkPos> plannedOwn = new HashSet<ChunkPos>(actualOwn);
|
|
||||||
ArrayDeque<ChunkPos> frontier = new ArrayDeque<ChunkPos>();
|
|
||||||
ArrayList<ChunkPos> result = new ArrayList<ChunkPos>();
|
ArrayList<ChunkPos> result = new ArrayList<ChunkPos>();
|
||||||
|
if (rowScan) {
|
||||||
|
// 行序:从离王城近的边(z=minZ 或 maxZ)向对边推进;首行行内起点选离王城 x 近的一端
|
||||||
|
int startRow = distNorth <= distSouth ? minZ : maxZ;
|
||||||
|
int rowStep = startRow == minZ ? 1 : -1;
|
||||||
|
boolean ltr = Math.abs(capital.x() - minX) <= Math.abs(capital.x() - maxX);
|
||||||
|
for (int row = startRow; row >= minZ && row <= maxZ; row += rowStep) {
|
||||||
|
if (ltr) {
|
||||||
for (int x = minX; x <= maxX; ++x) {
|
for (int x = minX; x <= maxX; ++x) {
|
||||||
|
this.tryClaimRect(result, claimed, allClaimed, x, row, limit);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
for (int x = maxX; x >= minX; --x) {
|
||||||
|
this.tryClaimRect(result, claimed, allClaimed, x, row, limit);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
ltr = !ltr;
|
||||||
|
if (result.size() >= limit) {
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// 列序:从离王城近的边(x=minX 或 maxX)向对边推进;首列列内起点选离王城 z 近的一端
|
||||||
|
int startCol = distWest <= distEast ? minX : maxX;
|
||||||
|
int colStep = startCol == minX ? 1 : -1;
|
||||||
|
boolean ttb = Math.abs(capital.z() - minZ) <= Math.abs(capital.z() - maxZ);
|
||||||
|
for (int col = startCol; col >= minX && col <= maxX; col += colStep) {
|
||||||
|
if (ttb) {
|
||||||
for (int z = minZ; z <= maxZ; ++z) {
|
for (int z = minZ; z <= maxZ; ++z) {
|
||||||
ChunkPos chunk = new ChunkPos(x, z);
|
this.tryClaimRect(result, claimed, allClaimed, col, z, limit);
|
||||||
if (allClaimed.contains(chunk) || plannedOwn.contains(chunk)) continue;
|
}
|
||||||
if (this.ownNeighbors(chunk, actualOwn) > 0) {
|
} else {
|
||||||
plannedOwn.add(chunk);
|
for (int z = maxZ; z >= minZ; --z) {
|
||||||
frontier.add(chunk);
|
this.tryClaimRect(result, claimed, allClaimed, col, z, limit);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
ttb = !ttb;
|
||||||
|
if (result.size() >= limit) {
|
||||||
|
return result;
|
||||||
}
|
}
|
||||||
// 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 result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* S 形扫描中的一个格子:若该区块未被任何邦国占领、且与"己方领土(含本次已选)"接壤,
|
||||||
|
* 则纳入本次扩张计划;否则跳过(保持 S 形顺序一路扫过去,跳过的不打乱后续顺序)。
|
||||||
|
*/
|
||||||
|
private void tryClaimRect(List<ChunkPos> result, Set<ChunkPos> claimed, Set<ChunkPos> allClaimed, int x, int z, int limit) {
|
||||||
|
if (result.size() >= limit) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
ChunkPos chunk = new ChunkPos(x, z);
|
||||||
|
if (allClaimed.contains(chunk) || claimed.contains(chunk)) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (this.ownNeighbors(chunk, claimed) == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
result.add(chunk);
|
||||||
|
claimed.add(chunk);
|
||||||
|
}
|
||||||
|
|
||||||
/** 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 */
|
/** 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 */
|
||||||
private ChunkPos nearestFrontier(Set<ChunkPos> candidates, ChunkPos cursor) {
|
private ChunkPos nearestFrontier(Set<ChunkPos> candidates, ChunkPos cursor) {
|
||||||
return candidates.stream().min(Comparator.comparingInt(cursor::manhattanDistance)).orElse(null);
|
return candidates.stream().min(Comparator.comparingInt(cursor::manhattanDistance)).orElse(null);
|
||||||
@@ -384,12 +484,18 @@ public final class ExpansionPlanner {
|
|||||||
return chunk.x() >= config.regionMinX && chunk.x() <= config.regionMaxX
|
return chunk.x() >= config.regionMinX && chunk.x() <= config.regionMaxX
|
||||||
&& chunk.z() >= config.regionMinZ && chunk.z() <= config.regionMaxZ;
|
&& chunk.z() >= config.regionMinZ && chunk.z() <= config.regionMaxZ;
|
||||||
}
|
}
|
||||||
// 回退到圆形区域(中心+半径)
|
// 回退到以中心+半径限定的正方形区域(切比雪夫距离,与"圈数"距离定义一致)
|
||||||
int dx = Math.abs(chunk.x() - config.regionCenterX);
|
int dx = Math.abs(chunk.x() - config.regionCenterX);
|
||||||
return Math.max(dx, dz = Math.abs(chunk.z() - config.regionCenterZ)) <= Math.max(1, config.regionRadius);
|
return Math.max(dx, dz = Math.abs(chunk.z() - config.regionCenterZ)) <= Math.max(1, config.regionRadius);
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 统计某区块周围(上下左右)属于给定集合的邻居数量 */
|
/**
|
||||||
|
* 统计某区块周围(上下左右四个正方向)属于给定集合的邻居数量。
|
||||||
|
*
|
||||||
|
* <p>调用方必须传入“己方领土”集合(含本次规划已纳入的区块)作为 {@code own},
|
||||||
|
* 用于判断区块是否与己方领土接壤。绝不能把其他邦国的领土混入该集合,
|
||||||
|
* 否则会误判“与他国接壤”为“可开拓”,选中一个与己方领土不相邻的无效目标。</p>
|
||||||
|
*/
|
||||||
private int ownNeighbors(ChunkPos chunk, Set<ChunkPos> own) {
|
private int ownNeighbors(ChunkPos chunk, Set<ChunkPos> own) {
|
||||||
int count = 0;
|
int count = 0;
|
||||||
for (ChunkPos neighbor : this.cardinalNeighbors(chunk)) {
|
for (ChunkPos neighbor : this.cardinalNeighbors(chunk)) {
|
||||||
|
|||||||
@@ -4,6 +4,7 @@
|
|||||||
*/
|
*/
|
||||||
package autostore.client.territory;
|
package autostore.client.territory;
|
||||||
|
|
||||||
|
import autostore.client.api.SimpApiClient;
|
||||||
import autostore.client.territory.ChunkPos;
|
import autostore.client.territory.ChunkPos;
|
||||||
import autostore.client.territory.TerritoryModel;
|
import autostore.client.territory.TerritoryModel;
|
||||||
import autostore.client.territory.TerritoryState;
|
import autostore.client.territory.TerritoryState;
|
||||||
@@ -24,9 +25,11 @@ import java.util.HashSet;
|
|||||||
import java.util.List;
|
import java.util.List;
|
||||||
import java.util.Map;
|
import java.util.Map;
|
||||||
import java.util.Set;
|
import java.util.Set;
|
||||||
|
import java.util.concurrent.ConcurrentHashMap;
|
||||||
import java.util.concurrent.Executors;
|
import java.util.concurrent.Executors;
|
||||||
import java.util.concurrent.ScheduledExecutorService;
|
import java.util.concurrent.ScheduledExecutorService;
|
||||||
import java.util.concurrent.TimeUnit;
|
import java.util.concurrent.TimeUnit;
|
||||||
|
import java.util.function.Consumer;
|
||||||
import java.util.regex.Matcher;
|
import java.util.regex.Matcher;
|
||||||
import java.util.regex.Pattern;
|
import java.util.regex.Pattern;
|
||||||
import net.fabricmc.api.EnvType;
|
import net.fabricmc.api.EnvType;
|
||||||
@@ -37,12 +40,19 @@ import net.fabricmc.api.Environment;
|
|||||||
* 领土数据服务:定时从远程地图服务拉取邦国领土数据(markers.json),
|
* 领土数据服务:定时从远程地图服务拉取邦国领土数据(markers.json),
|
||||||
* 解析为 {@link TerritoryModel} 供规划器与 GUI 使用。
|
* 解析为 {@link TerritoryModel} 供规划器与 GUI 使用。
|
||||||
*
|
*
|
||||||
* <p>数据来源是 AutoStore 服务器自带的动态地图(Dynmap)接口,包含:
|
* <p>占领判定有四个数据源,任意一个显示区块被占领即算占领:
|
||||||
* <ul>
|
* <ol>
|
||||||
* <li>union_claims:各邦国的领土多边形(区块归属)</li>
|
* <li>游戏内字幕("开垦中 XX%")</li>
|
||||||
* <li>union_capitals:各邦国的王城坐标</li>
|
* <li>游戏消息("疆土(x,z) 已为你的邦国开拓")</li>
|
||||||
* </ul>
|
* <li>Dynmap 地图数据(本类的 markers.json 主数据源)</li>
|
||||||
* 解析出的领土数据会与本次会话新占领的区块合并,保证扩地过程中地图实时更新。
|
* <li>SimpCore 开放 API({@link autostore.client.api.SimpApiClient},补充/交叉验证,
|
||||||
|
* 含己方邦国区块明细与忠诚度数据)</li>
|
||||||
|
* </ol>
|
||||||
|
*
|
||||||
|
* <p>Dynmap 数据包含 union_claims(各邦国领土多边形)与 union_capitals(王城坐标);
|
||||||
|
* API 数据独立低频轮询(服务端有缓存且限流),成功后并入模型——API 独有的区块以
|
||||||
|
* API 颜色补入,Dynmap 缺失的王城用 API 王城兜底。解析出的领土数据会与本次会话
|
||||||
|
* 新占领的区块合并,保证扩地过程中地图实时更新。</p>
|
||||||
*/
|
*/
|
||||||
public final class TerritoryDataService {
|
public final class TerritoryDataService {
|
||||||
/** 动态地图的 markers.json 接口地址(AutoStore 服务器) */
|
/** 动态地图的 markers.json 接口地址(AutoStore 服务器) */
|
||||||
@@ -65,9 +75,57 @@ public final class TerritoryDataService {
|
|||||||
private volatile long lastSuccessfulFetchMillis;
|
private volatile long lastSuccessfulFetchMillis;
|
||||||
/** 最近一次尝试拉取的时间戳(毫秒) */
|
/** 最近一次尝试拉取的时间戳(毫秒) */
|
||||||
private volatile long lastAttemptMillis;
|
private volatile long lastAttemptMillis;
|
||||||
|
/** 会话内新占领区块的本地记录时间(毫秒),用于刷新时判断该占领是否已被地图数据确认 */
|
||||||
|
private final Map<ChunkPos, Long> sessionClaimTimes = new ConcurrentHashMap<>();
|
||||||
|
/**
|
||||||
|
* 会话占领"确认宽限"时长(毫秒)。
|
||||||
|
*
|
||||||
|
* <p>占领成功后,服务器动态地图(Dynmap/markers.json)可能尚未同步该区块,
|
||||||
|
* 因此在宽限期内即使地图未确认也先保留"会话占领"标记,避免刚占领的区块被误判为假占领。
|
||||||
|
* 超过宽限期仍未在地图中确认的,视为未真正占领并丢弃,使空洞区块能重新进入规划。
|
||||||
|
* (v1.2.1 由 120 秒缩短为 60 秒:配合请求侧缓存击穿,Dynmap 秒级同步,缩短可更快修正假占领)</p>
|
||||||
|
*/
|
||||||
|
private static final long CLAIM_CONFIRM_GRACE_MS = 60_000L;
|
||||||
|
/**
|
||||||
|
* ChunkPos 驻留池:坐标 → 复用实例。
|
||||||
|
*
|
||||||
|
* <p>每次解析 markers.json 会创建约 8 万个 ChunkPos,且各次刷新的坐标高度重合。
|
||||||
|
* 驻留后新旧模型共享同一批实例,刷新时垃圾量从"整份模型"降为"集合外壳",
|
||||||
|
* 显著降低 GC 压力(缓解刷新时游戏卡顿与内存占用)。</p>
|
||||||
|
*/
|
||||||
|
private static final ConcurrentHashMap<Long, ChunkPos> CHUNK_POOL = new ConcurrentHashMap<Long, ChunkPos>();
|
||||||
|
/** 上次成功响应的正文哈希与长度,用于识别"网络缓存返回了相同旧数据"并跳过重复解析 */
|
||||||
|
private volatile int lastBodyHash;
|
||||||
|
private volatile int lastBodyLength = -1;
|
||||||
|
/**
|
||||||
|
* API 数据版本号:apiTerritory/apiCapitals 每次成功更新后自增。
|
||||||
|
* 参与 refreshAsync 的"内容未变化跳过解析"判定——Dynmap 正文未变但 API 数据更新时,
|
||||||
|
* 也必须重新解析合并,否则 API 新确认的区块/占领要等到 Dynmap 下次变化才生效。
|
||||||
|
*/
|
||||||
|
private volatile long apiDataVersion;
|
||||||
|
/** 上次解析合并模型时使用的 API 数据版本(与 apiDataVersion 配合做变更检测) */
|
||||||
|
private volatile long lastMergedApiVersion = -1;
|
||||||
|
|
||||||
|
// ==================== SimpCore 开放 API 集成 ====================
|
||||||
|
|
||||||
|
/** SimpCore 开放 API 客户端(第四占领判定数据源:字幕/聊天/Dynmap 之外) */
|
||||||
|
private final SimpApiClient apiClient = new SimpApiClient();
|
||||||
|
/** API 轮询调度器(独立于 Dynmap 刷新线程,避免慢请求拖垮地图刷新) */
|
||||||
|
private volatile ScheduledExecutorService apiExecutor;
|
||||||
|
/** API 轮询间隔(秒);0 表示未启用 */
|
||||||
|
private volatile long apiPollIntervalSeconds;
|
||||||
|
/** API 最近一次成功拉取的 邦国名 → 区块集合(用于展示/调试) */
|
||||||
|
private final ConcurrentHashMap<String, Set<ChunkPos>> apiTerritory = new ConcurrentHashMap<>();
|
||||||
|
/** API 最近一次成功拉取的 邦国名 → 王城区块 */
|
||||||
|
private final ConcurrentHashMap<String, ChunkPos> apiCapitals = new ConcurrentHashMap<>();
|
||||||
|
/** API 最近一次成功拉取的时间戳(毫秒),0 表示从未成功 */
|
||||||
|
private volatile long lastApiSuccessMillis;
|
||||||
|
/** API 邦国在地图上的显示颜色(紫 #FF43DE),与 Dynmap 数据区分来源 */
|
||||||
|
private static final int API_STATE_COLOR = 0xFFFF43DE;
|
||||||
|
|
||||||
public TerritoryDataService() {
|
public TerritoryDataService() {
|
||||||
this.executor = TerritoryDataService.newExecutor();
|
this.executor = TerritoryDataService.newExecutor();
|
||||||
|
this.apiExecutor = TerritoryDataService.newApiExecutor();
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 创建单线程调度器(守护线程,不阻塞游戏退出) */
|
/** 创建单线程调度器(守护线程,不阻塞游戏退出) */
|
||||||
@@ -79,6 +137,193 @@ public final class TerritoryDataService {
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** 创建 API 轮询单线程调度器(守护线程) */
|
||||||
|
private static ScheduledExecutorService newApiExecutor() {
|
||||||
|
return Executors.newSingleThreadScheduledExecutor(r -> {
|
||||||
|
Thread thread = new Thread(r, "AutoStore-TerritoryApi");
|
||||||
|
thread.setDaemon(true);
|
||||||
|
return thread;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 配置 SimpCore 开放 API(启动时或配置变更时调用)。
|
||||||
|
*
|
||||||
|
* @param enabled 是否启用 API 数据源
|
||||||
|
* @param apiKey API Key(空串则视为未启用)
|
||||||
|
* @param pollIntervalSeconds 己方邦国领土轮询间隔(秒),最小 60
|
||||||
|
*/
|
||||||
|
public void applyApiConfig(boolean enabled, String apiKey, long pollIntervalSeconds) {
|
||||||
|
this.apiClient.setApiKey(apiKey == null ? "" : apiKey.trim());
|
||||||
|
boolean effective = enabled && this.apiClient.hasApiKey();
|
||||||
|
long interval = effective ? Math.max(60L, pollIntervalSeconds) : 0L;
|
||||||
|
boolean needReschedule = interval != this.apiPollIntervalSeconds;
|
||||||
|
this.apiPollIntervalSeconds = interval;
|
||||||
|
if (needReschedule) {
|
||||||
|
this.rescheduleApi();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 按 apiPollIntervalSeconds 重新调度 API 轮询(间隔 ≤0 表示停用轮询) */
|
||||||
|
private void rescheduleApi() {
|
||||||
|
ScheduledExecutorService fresh = TerritoryDataService.newApiExecutor();
|
||||||
|
ScheduledExecutorService old = this.apiExecutor;
|
||||||
|
this.apiExecutor = fresh;
|
||||||
|
long interval = this.apiPollIntervalSeconds;
|
||||||
|
if (interval > 0) {
|
||||||
|
fresh.scheduleWithFixedDelay(this::refreshApiAsync, 15L, interval, TimeUnit.SECONDS);
|
||||||
|
}
|
||||||
|
old.shutdownNow();
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 异步拉取 API 数据(在 API 调度线程执行):
|
||||||
|
* 拉取所有邦国列表(王城兜底)+ 当前选中邦国的领土区块明细。
|
||||||
|
* 拉取成功后触发一次 Dynmap 刷新,让新数据在下一次模型重建时合并进去。
|
||||||
|
*/
|
||||||
|
public void refreshApiAsync() {
|
||||||
|
if (this.apiPollIntervalSeconds <= 0 || !this.apiClient.hasApiKey()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
try {
|
||||||
|
Map<String, SimpApiClient.UnionSummary> unions = this.apiClient.getAllUnions();
|
||||||
|
if (!unions.isEmpty()) {
|
||||||
|
boolean capitalChanged = false;
|
||||||
|
for (SimpApiClient.UnionSummary union : unions.values()) {
|
||||||
|
if (union.capital() != null) {
|
||||||
|
ChunkPos old = this.apiCapitals.put(union.name(), union.capital());
|
||||||
|
if (old == null || !old.equals(union.capital())) {
|
||||||
|
capitalChanged = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (capitalChanged) {
|
||||||
|
this.apiDataVersion++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
String stateName = this.selectedStateName == null ? "" : this.selectedStateName;
|
||||||
|
if (!stateName.isEmpty()) {
|
||||||
|
Map<ChunkPos, SimpApiClient.TerritoryChunk> territory = this.apiClient.getUnionTerritory(stateName);
|
||||||
|
if (!territory.isEmpty()) {
|
||||||
|
HashSet<ChunkPos> chunks = new HashSet<>();
|
||||||
|
for (SimpApiClient.TerritoryChunk chunk : territory.values()) {
|
||||||
|
chunks.add(TerritoryDataService.internChunk(chunk.x(), chunk.z()));
|
||||||
|
}
|
||||||
|
this.apiTerritory.put(stateName, chunks);
|
||||||
|
this.apiDataVersion++;
|
||||||
|
} else if (unions.isEmpty()) {
|
||||||
|
// 两个接口都失败(网络/限流/Key 问题):保留旧数据,只记录时间不做合并变更
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
this.lastApiSuccessMillis = System.currentTimeMillis();
|
||||||
|
// API 数据更新后立即触发一次 Dynmap 刷新:让新数据尽快参与模型合并与会话占领确认。
|
||||||
|
// (若 Dynmap 内容未变化会直接跳过,模型保持不变,不会产生额外开销)
|
||||||
|
this.refreshAsync();
|
||||||
|
} catch (Exception e) {
|
||||||
|
// API 拉取失败不影响 Dynmap 主数据源,静默保留旧数据
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 手动拉取全服领土数据(仅命令触发,重接口限流严格):
|
||||||
|
* 用于对比 API 与本地模型的差异,并把缺失区块合并进模型(辅助修正)。
|
||||||
|
*
|
||||||
|
* @param callback 在后台线程回调,参数为错误信息(成功为 null)
|
||||||
|
*/
|
||||||
|
public void fetchAllTerritoryOnce(Consumer<String> callback) {
|
||||||
|
if (!this.apiClient.hasApiKey()) {
|
||||||
|
callback.accept("未配置 API Key");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.apiExecutor.execute(() -> {
|
||||||
|
try {
|
||||||
|
Map<ChunkPos, SimpApiClient.TerritoryChunk> all = this.apiClient.getAllTerritory(null);
|
||||||
|
if (all.isEmpty()) {
|
||||||
|
callback.accept("拉取失败:" + this.apiClient.lastError());
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// 按邦国名聚合(API 直接返回 union_name,无需二次映射)
|
||||||
|
HashMap<String, Set<ChunkPos>> byUnion = new HashMap<>();
|
||||||
|
for (SimpApiClient.TerritoryChunk chunk : all.values()) {
|
||||||
|
if (chunk.unionName() == null || chunk.unionName().isEmpty()) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
byUnion.computeIfAbsent(chunk.unionName(), k -> new HashSet<>())
|
||||||
|
.add(TerritoryDataService.internChunk(chunk.x(), chunk.z()));
|
||||||
|
}
|
||||||
|
this.apiTerritory.putAll(byUnion);
|
||||||
|
this.apiDataVersion++;
|
||||||
|
this.lastApiSuccessMillis = System.currentTimeMillis();
|
||||||
|
this.refreshAsync();
|
||||||
|
callback.accept(null);
|
||||||
|
} catch (Exception e) {
|
||||||
|
callback.accept(e.getMessage() == null ? e.getClass().getSimpleName() : e.getMessage());
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 通过 API 异步识别玩家所属邦国(用于 /autostore auto 的兜底识别)。
|
||||||
|
*
|
||||||
|
* <p>回调在 API 线程执行,返回识别到的邦国名(本地模型中必须存在,否则返回 null——
|
||||||
|
* 避免识别出一个规划器无法使用的邦国)。调用方需自行切换到主线程再操作 GUI/消息。</p>
|
||||||
|
*
|
||||||
|
* @param playerName 玩家游戏名
|
||||||
|
* @param callback 回调:识别结果(null 表示识别失败)
|
||||||
|
*/
|
||||||
|
public void detectStateByPlayerAsync(String playerName, Consumer<String> callback) {
|
||||||
|
if (playerName == null || playerName.isBlank() || !this.apiClient.hasApiKey()) {
|
||||||
|
callback.accept(null);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.apiExecutor.execute(() -> {
|
||||||
|
try {
|
||||||
|
SimpApiClient.UnionSummary union = this.apiClient.getPlayerUnion(playerName.trim());
|
||||||
|
String name = union == null ? null : union.name();
|
||||||
|
if (name != null && this.model().state(name) == null) {
|
||||||
|
// API 有该邦国但本地模型没有(Dynmap 尚未同步):先拉一次该邦国领土,合并后再试
|
||||||
|
Map<ChunkPos, SimpApiClient.TerritoryChunk> territory = this.apiClient.getUnionTerritory(name);
|
||||||
|
if (!territory.isEmpty()) {
|
||||||
|
HashSet<ChunkPos> chunks = new HashSet<>();
|
||||||
|
for (SimpApiClient.TerritoryChunk chunk : territory.values()) {
|
||||||
|
chunks.add(TerritoryDataService.internChunk(chunk.x(), chunk.z()));
|
||||||
|
}
|
||||||
|
this.apiTerritory.put(name, chunks);
|
||||||
|
this.apiDataVersion++;
|
||||||
|
this.refreshAsync();
|
||||||
|
}
|
||||||
|
if (this.model().state(name) == null) {
|
||||||
|
name = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
callback.accept(name);
|
||||||
|
} catch (Exception e) {
|
||||||
|
callback.accept(null);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/** SimpCore API 客户端(供命令/GUI 查询状态与手动刷新) */
|
||||||
|
public SimpApiClient apiClient() {
|
||||||
|
return this.apiClient;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** API 数据源是否已启用(已配置 Key 且轮询间隔 > 0) */
|
||||||
|
public boolean isApiEnabled() {
|
||||||
|
return this.apiPollIntervalSeconds > 0 && this.apiClient.hasApiKey();
|
||||||
|
}
|
||||||
|
|
||||||
|
/** API 最近一次成功拉取的时间戳(毫秒),0 表示从未成功 */
|
||||||
|
public long lastApiSuccessMillis() {
|
||||||
|
return this.lastApiSuccessMillis;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** API 最近一次拉取到的 邦国名 → 区块集合(只读快照) */
|
||||||
|
public Map<String, Set<ChunkPos>> apiTerritorySnapshot() {
|
||||||
|
return Map.copyOf(this.apiTerritory);
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 启动定时刷新:立即刷新一次,之后按固定间隔(至少 10 秒)循环拉取。
|
* 启动定时刷新:立即刷新一次,之后按固定间隔(至少 10 秒)循环拉取。
|
||||||
*
|
*
|
||||||
@@ -102,36 +347,89 @@ public final class TerritoryDataService {
|
|||||||
long interval = Math.max(10L, refreshIntervalSeconds);
|
long interval = Math.max(10L, refreshIntervalSeconds);
|
||||||
fresh.scheduleWithFixedDelay(this::refreshAsync, interval, interval, TimeUnit.SECONDS);
|
fresh.scheduleWithFixedDelay(this::refreshAsync, interval, interval, TimeUnit.SECONDS);
|
||||||
old.shutdownNow();
|
old.shutdownNow();
|
||||||
|
// 刷新间隔变化不影响 API 轮询,但保持调度状态一致
|
||||||
|
this.rescheduleApi();
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 停止定时刷新,关闭调度线程 */
|
/** 停止定时刷新,关闭调度线程 */
|
||||||
public void stop() {
|
public void stop() {
|
||||||
this.executor.shutdownNow();
|
this.executor.shutdownNow();
|
||||||
|
this.apiExecutor.shutdownNow();
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 异步刷新领土数据(在调度线程中执行)。
|
* 异步刷新领土数据(在调度线程中执行)。
|
||||||
* 拉取成功后解析 JSON,并把上一份模型中的"会话新占领区块"合并进新模型,
|
* 拉取成功后解析 JSON,并把上一份模型中的"会话新占领区块"与刚拉取的最新地图数据仔细核对,
|
||||||
* 避免刷新覆盖掉本次会话的占领记录。
|
* 只保留"已被地图确认"或"刚占领未超宽限期"的占领记录,避免刷新时把假占领永久留在模型里。
|
||||||
*/
|
*/
|
||||||
public void refreshAsync() {
|
public void refreshAsync() {
|
||||||
|
long apiVersionAtStart = this.apiDataVersion;
|
||||||
this.executor.execute(() -> {
|
this.executor.execute(() -> {
|
||||||
this.lastAttemptMillis = System.currentTimeMillis();
|
this.lastAttemptMillis = System.currentTimeMillis();
|
||||||
try {
|
try {
|
||||||
HttpRequest request = HttpRequest.newBuilder(URI.create(MARKERS_URL)).timeout(Duration.ofSeconds(15L)).header("User-Agent", "Mozilla/5.0 autostore/1.0").GET().build();
|
// 请求侧缓存击穿:URL 追加时间戳参数 + no-cache 头,确保每次都拿到服务器最新数据。
|
||||||
|
// 此前约半数刷新命中网络缓存拿到旧数据,导致会话占领迟迟无法被地图确认/纠正。
|
||||||
|
String url = MARKERS_URL + "?_=" + System.currentTimeMillis();
|
||||||
|
HttpRequest request = HttpRequest.newBuilder(URI.create(url)).timeout(Duration.ofSeconds(15L))
|
||||||
|
.header("User-Agent", "Mozilla/5.0 autostore/1.2.1")
|
||||||
|
.header("Cache-Control", "no-cache, no-store")
|
||||||
|
.header("Pragma", "no-cache").GET().build();
|
||||||
HttpResponse<String> response = this.httpClient.send(request, HttpResponse.BodyHandlers.ofString(StandardCharsets.UTF_8));
|
HttpResponse<String> response = this.httpClient.send(request, HttpResponse.BodyHandlers.ofString(StandardCharsets.UTF_8));
|
||||||
if (response.statusCode() < 200 || response.statusCode() >= 300) {
|
if (response.statusCode() < 200 || response.statusCode() >= 300) {
|
||||||
this.lastError = "HTTP " + response.statusCode();
|
this.lastError = "HTTP " + response.statusCode();
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
String body = response.body();
|
||||||
|
// 内容未变化(服务器确实无更新,或缓存仍命中相同旧文)且 API 数据也未更新:跳过重复解析,
|
||||||
|
// 避免"每次刷新都重建 8 万区块模型"的 CPU/GC 开销;模型与飞地缓存保持原样。
|
||||||
|
// 注意:API 数据版本必须参与比较——Dynmap 正文未变但 API 拉到新数据时仍需重新解析合并。
|
||||||
|
if (body.length() == this.lastBodyLength && body.hashCode() == this.lastBodyHash
|
||||||
|
&& apiVersionAtStart == this.lastMergedApiVersion) {
|
||||||
|
this.lastSuccessfulFetchMillis = System.currentTimeMillis();
|
||||||
|
this.lastError = "";
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.lastBodyHash = body.hashCode();
|
||||||
|
this.lastBodyLength = body.length();
|
||||||
|
this.lastMergedApiVersion = apiVersionAtStart;
|
||||||
TerritoryModel parsed = TerritoryDataService.parse(response.body());
|
TerritoryModel parsed = TerritoryDataService.parse(response.body());
|
||||||
|
// ===== API 数据源合并(第四判定来源) =====
|
||||||
|
// SimpCore API 的邦国领土并入模型:任意一个数据源(字幕/聊天/Dynmap/API)
|
||||||
|
// 显示区块被占领即算占领。API 独有的区块会以 API 颜色新增邦国或并入同名邦国,
|
||||||
|
// 王城缺失时用 API 的王城坐标兜底。
|
||||||
|
Map<String, Set<ChunkPos>> apiSnapshot = Map.copyOf(this.apiTerritory);
|
||||||
|
if (this.apiPollIntervalSeconds > 0 && !apiSnapshot.isEmpty()) {
|
||||||
|
parsed.mergeApiData(apiSnapshot, this.apiCapitals, API_STATE_COLOR);
|
||||||
|
}
|
||||||
TerritoryModel previous = this.model;
|
TerritoryModel previous = this.model;
|
||||||
if (previous != null) {
|
if (previous != null) {
|
||||||
|
long now = System.currentTimeMillis();
|
||||||
|
// 本次拉取到的己方领土区块(Dynmap 与 API 任一确认即算已确认)
|
||||||
|
Set<ChunkPos> freshOwn = new HashSet<>();
|
||||||
|
TerritoryState freshSelf = parsed.state(this.selectedStateName);
|
||||||
|
if (freshSelf != null) {
|
||||||
|
freshOwn.addAll(freshSelf.chunks());
|
||||||
|
}
|
||||||
|
Set<ChunkPos> apiOwn = apiSnapshot.getOrDefault(this.selectedStateName, Set.of());
|
||||||
for (ChunkPos sessionClaim : previous.sessionClaims()) {
|
for (ChunkPos sessionClaim : previous.sessionClaims()) {
|
||||||
|
Long claimTime = this.sessionClaimTimes.get(sessionClaim);
|
||||||
|
// Dynmap 已确认,或 API 已确认(任一来源确认即可),或尚在宽限期
|
||||||
|
boolean confirmed = freshOwn.contains(sessionClaim) || apiOwn.contains(sessionClaim);
|
||||||
|
boolean withinGrace = claimTime != null && now - claimTime < CLAIM_CONFIRM_GRACE_MS;
|
||||||
|
if (confirmed || withinGrace) {
|
||||||
|
// 地图/API 已确认,或尚在宽限期(服务端可能还没同步):保留会话占领标记
|
||||||
parsed.addSessionClaim(sessionClaim);
|
parsed.addSessionClaim(sessionClaim);
|
||||||
|
} else if (claimTime != null) {
|
||||||
|
// 所有数据源始终未确认且超时:判定为假占领并移除,使空洞区块重新进入规划
|
||||||
|
this.sessionClaimTimes.remove(sessionClaim);
|
||||||
|
}
|
||||||
|
// claimTime 为 null(从未在本服务记录)也视为未确认:不保留
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
parsed.setSelfStateName(this.selectedStateName);
|
parsed.setSelfStateName(this.selectedStateName);
|
||||||
|
// 后台线程预计算飞地缓存:把"各国外接矩形全量扫描"从渲染帧挪到这里,
|
||||||
|
// 修复"刷新地图/打开 GUI 时游戏卡一下"的问题
|
||||||
|
parsed.precomputeFlyingChunks();
|
||||||
this.model = parsed;
|
this.model = parsed;
|
||||||
this.lastSuccessfulFetchMillis = System.currentTimeMillis();
|
this.lastSuccessfulFetchMillis = System.currentTimeMillis();
|
||||||
this.lastError = "";
|
this.lastError = "";
|
||||||
@@ -163,6 +461,7 @@ public final class TerritoryDataService {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void addSessionClaim(ChunkPos chunk) {
|
public void addSessionClaim(ChunkPos chunk) {
|
||||||
|
this.sessionClaimTimes.put(chunk, System.currentTimeMillis());
|
||||||
TerritoryModel current = this.model;
|
TerritoryModel current = this.model;
|
||||||
if (current != null) {
|
if (current != null) {
|
||||||
current.addSessionClaim(chunk);
|
current.addSessionClaim(chunk);
|
||||||
@@ -240,9 +539,9 @@ public final class TerritoryDataService {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
Set chunks = claims.computeIfAbsent(name, ignored -> new HashSet());
|
Set chunks = claims.computeIfAbsent(name, ignored -> new HashSet());
|
||||||
for (List<int[]> polygon : TerritoryDataService.extractPolygons(marker.get("points"))) {
|
// 一个 marker 的多个多边形遵循 dynmap 的 even-odd 填充规则:
|
||||||
TerritoryDataService.fillPolygon(chunks, polygon);
|
// 外圈为正,内圈多边形(国中飞地的边界)作为孔洞被减去,而非作为独立领土并集填充。
|
||||||
}
|
TerritoryDataService.fillPolygonEvenOdd(chunks, TerritoryDataService.extractPolygons(marker.get("points")));
|
||||||
colors.putIfAbsent(name, TerritoryDataService.parseColor(TerritoryDataService.stringOr(marker, "color", "#75bd20")));
|
colors.putIfAbsent(name, TerritoryDataService.parseColor(TerritoryDataService.stringOr(marker, "color", "#75bd20")));
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -308,33 +607,57 @@ public final class TerritoryDataService {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 将多边形覆盖的区块填充进集合:
|
* 将多边形组覆盖的区块按 even-odd 规则填充进集合。
|
||||||
* 先算出多边形外接矩形(换算为区块坐标),再逐区块用"点在多边形内"算法判断,
|
*
|
||||||
* 以区块中心点(cx*16+8, cz*16+8)是否落在多边形内为准。
|
* <p>一个 marker 里的多个多边形遵循 dynmap 的奇偶填充:区块落入<b>奇数个</b>多边形内时才视为领土;
|
||||||
* 面积超过 600 万区块时直接放弃,防止异常数据导致卡死。
|
* 这样内圈多边形(国中飞地/孔洞的边界)会被正确减去,而不是像并集那样把孔洞也填成领土。</p>
|
||||||
|
*
|
||||||
|
* @param output 输出集合(该邦国的区块集合)
|
||||||
|
* @param polygons 该 marker 的全部多边形,第一个为外圈、可为多个内圈孔洞
|
||||||
*/
|
*/
|
||||||
private static void fillPolygon(Set<ChunkPos> output, List<int[]> polygon) {
|
private static void fillPolygonEvenOdd(Set<ChunkPos> output, List<List<int[]>> polygons) {
|
||||||
int area;
|
if (polygons.isEmpty()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
int minX = Integer.MAX_VALUE;
|
int minX = Integer.MAX_VALUE;
|
||||||
int maxX = Integer.MIN_VALUE;
|
int maxX = Integer.MIN_VALUE;
|
||||||
int minZ = Integer.MAX_VALUE;
|
int minZ = Integer.MAX_VALUE;
|
||||||
int maxZ = Integer.MIN_VALUE;
|
int maxZ = Integer.MIN_VALUE;
|
||||||
|
for (List<int[]> polygon : polygons) {
|
||||||
for (int[] point : polygon) {
|
for (int[] point : polygon) {
|
||||||
minX = Math.min(minX, Math.floorDiv(point[0], 16));
|
minX = Math.min(minX, Math.floorDiv(point[0], 16));
|
||||||
maxX = Math.max(maxX, Math.floorDiv(point[0], 16));
|
maxX = Math.max(maxX, Math.floorDiv(point[0], 16));
|
||||||
minZ = Math.min(minZ, Math.floorDiv(point[1], 16));
|
minZ = Math.min(minZ, Math.floorDiv(point[1], 16));
|
||||||
maxZ = Math.max(maxZ, Math.floorDiv(point[1], 16));
|
maxZ = Math.max(maxZ, Math.floorDiv(point[1], 16));
|
||||||
}
|
}
|
||||||
int n = area = ((maxX - minX) + 1L) * ((maxZ - minZ) + 1L) > Integer.MAX_VALUE ? Integer.MAX_VALUE : (maxX - minX + 1) * (maxZ - minZ + 1);
|
}
|
||||||
if (area > 6000000) {
|
// 面积超过 600 万区块时直接放弃,防止异常数据导致卡死
|
||||||
|
if ((long)(maxX - minX + 1) * (maxZ - minZ + 1) > 6000000L) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
for (int cx = minX; cx <= maxX; ++cx) {
|
for (int cx = minX; cx <= maxX; ++cx) {
|
||||||
for (int cz = minZ; cz <= maxZ; ++cz) {
|
for (int cz = minZ; cz <= maxZ; ++cz) {
|
||||||
if (!TerritoryDataService.pointInPolygon(cx * 16 + 8, cz * 16 + 8, polygon)) continue;
|
// 奇偶填充:落在奇数个多边形内则为领土;否则(含恰好落在偶数个内圈孔洞中)忽略
|
||||||
output.add(new ChunkPos(cx, cz));
|
boolean inside = false;
|
||||||
|
for (List<int[]> polygon : polygons) {
|
||||||
|
if (TerritoryDataService.pointInPolygon(cx * 16 + 8, cz * 16 + 8, polygon)) {
|
||||||
|
inside = !inside;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
if (inside) {
|
||||||
|
output.add(TerritoryDataService.internChunk(cx, cz));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 驻留池获取区块坐标实例:同一坐标跨模型复用同一对象。
|
||||||
|
* 刷新频率下大幅减少 ChunkPos 临时分配与 GC 压力(见 {@link #CHUNK_POOL})。
|
||||||
|
*/
|
||||||
|
private static ChunkPos internChunk(int x, int z) {
|
||||||
|
long key = (long)x << 32 | (long)z & 0xFFFFFFFFL;
|
||||||
|
return TerritoryDataService.CHUNK_POOL.computeIfAbsent(key, k -> new ChunkPos(x, z));
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 射线法判断点 (x, z) 是否在多边形内(经典奇偶规则) */
|
/** 射线法判断点 (x, z) 是否在多边形内(经典奇偶规则) */
|
||||||
|
|||||||
@@ -27,14 +27,26 @@ import net.fabricmc.api.Environment;
|
|||||||
* </ul>
|
* </ul>
|
||||||
*/
|
*/
|
||||||
public final class TerritoryModel {
|
public final class TerritoryModel {
|
||||||
/** 邦国名 → 邦国领土状态 */
|
/** 邦国名 → 邦国领土状态。允许整体替换(mergeApiData 在模型发布前重建 states) */
|
||||||
private final Map<String, TerritoryState> states;
|
private Map<String, TerritoryState> states;
|
||||||
/** 所有邦国已占领区块的并集 */
|
/** 所有邦国已占领区块的并集 */
|
||||||
private final Set<ChunkPos> allClaimed;
|
private final Set<ChunkPos> allClaimed;
|
||||||
/** 本次会话新占领的区块 */
|
/** 本次会话新占领的区块 */
|
||||||
private final Set<ChunkPos> sessionClaims;
|
private final Set<ChunkPos> sessionClaims;
|
||||||
/** 当前选中的己方邦国名称 */
|
/** 当前选中的己方邦国名称 */
|
||||||
private String selfStateName = "";
|
private String selfStateName = "";
|
||||||
|
/**
|
||||||
|
* 飞地(疏漏区块)缓存:邦国名 → 该国飞地区块集合。
|
||||||
|
*
|
||||||
|
* <p>飞地指"四周(四个正方向)都被同一邦国占领、但自身未被占领"的区块,
|
||||||
|
* 通常是自动扩地时漏掉的疏漏。该结果在模型构建后懒计算并缓存,
|
||||||
|
* 仅在新增会话占领(addSessionClaim)后失效重算。
|
||||||
|
* 字段为 volatile:后台线程可调用 {@link #precomputeFlyingChunks()} 预热,
|
||||||
|
* 渲染线程读取时保证可见性,避免把全量扫描留在渲染帧里(卡顿来源)。</p>
|
||||||
|
*/
|
||||||
|
private transient volatile Map<String, Set<ChunkPos>> cachedFlyingChunks;
|
||||||
|
/** 所有邦国飞地的合并并集缓存(volatile,同上);仅少量区块,供 GUI 直接遍历 */
|
||||||
|
private transient volatile Set<ChunkPos> cachedAllFlyingChunks;
|
||||||
|
|
||||||
public TerritoryModel(Map<String, TerritoryState> states) {
|
public TerritoryModel(Map<String, TerritoryState> states) {
|
||||||
this.states = new HashMap<String, TerritoryState>(states);
|
this.states = new HashMap<String, TerritoryState>(states);
|
||||||
@@ -94,6 +106,95 @@ public final class TerritoryModel {
|
|||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 返回所有邦国的飞地(疏漏区块)并集(只读视图,结果缓存,帧间零分配)。
|
||||||
|
*
|
||||||
|
* <p>飞地指“四周(四个正方向)都被同一邦国占领、但自身未被占领”的区块。
|
||||||
|
* 这些往往是自动扩地过程中漏掉的疏漏,需要在地图上标出并优先填补。</p>
|
||||||
|
*/
|
||||||
|
public Set<ChunkPos> flyingChunks() {
|
||||||
|
Set<ChunkPos> cached = this.cachedAllFlyingChunks;
|
||||||
|
if (cached != null) {
|
||||||
|
return cached;
|
||||||
|
}
|
||||||
|
HashSet<ChunkPos> result = new HashSet<ChunkPos>();
|
||||||
|
for (Set<ChunkPos> chunks : this.flyingChunksByState().values()) {
|
||||||
|
result.addAll(chunks);
|
||||||
|
}
|
||||||
|
Set<ChunkPos> frozen = Collections.unmodifiableSet(result);
|
||||||
|
this.cachedAllFlyingChunks = frozen;
|
||||||
|
return frozen;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 返回己方邦国的飞地(疏漏区块)(只读视图);未选择邦国时为空集 */
|
||||||
|
public Set<ChunkPos> selfFlyingChunks() {
|
||||||
|
return Collections.unmodifiableSet(this.flyingChunksByState().getOrDefault(this.selfStateName, Set.of()));
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 后台预计算飞地缓存(在数据刷新线程调用):
|
||||||
|
* 把"各国外接矩形全量扫描"提前到后台线程完成,
|
||||||
|
* 渲染线程读到的永远是现成缓存,避免模型刷新后第一帧卡顿。
|
||||||
|
*/
|
||||||
|
public void precomputeFlyingChunks() {
|
||||||
|
this.flyingChunks();
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 计算并缓存各邦国的飞地区块(懒加载,addSessionClaim 后失效重算) */
|
||||||
|
private Map<String, Set<ChunkPos>> flyingChunksByState() {
|
||||||
|
Map<String, Set<ChunkPos>> cached = this.cachedFlyingChunks;
|
||||||
|
if (cached != null) {
|
||||||
|
return cached;
|
||||||
|
}
|
||||||
|
HashMap<String, Set<ChunkPos>> map = new HashMap<String, Set<ChunkPos>>();
|
||||||
|
for (TerritoryState state : this.states.values()) {
|
||||||
|
map.put(state.name(), this.computeFlyingChunks(state.chunks()));
|
||||||
|
}
|
||||||
|
this.cachedFlyingChunks = map;
|
||||||
|
return map;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 计算某邦国的全部飞地区块:
|
||||||
|
* 在该邦国的外接矩形内,找出“未被任何邦国占领、但四个正方向均属于该邦国”的区块。
|
||||||
|
*/
|
||||||
|
private Set<ChunkPos> computeFlyingChunks(Set<ChunkPos> own) {
|
||||||
|
HashSet<ChunkPos> result = new HashSet<ChunkPos>();
|
||||||
|
if (own.isEmpty()) {
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
int minX = Integer.MAX_VALUE;
|
||||||
|
int maxX = Integer.MIN_VALUE;
|
||||||
|
int minZ = Integer.MAX_VALUE;
|
||||||
|
int maxZ = Integer.MIN_VALUE;
|
||||||
|
for (ChunkPos chunk : own) {
|
||||||
|
minX = Math.min(minX, chunk.x());
|
||||||
|
maxX = Math.max(maxX, chunk.x());
|
||||||
|
minZ = Math.min(minZ, chunk.z());
|
||||||
|
maxZ = Math.max(maxZ, chunk.z());
|
||||||
|
}
|
||||||
|
for (int cx = minX; cx <= maxX; ++cx) {
|
||||||
|
for (int cz = minZ; cz <= maxZ; ++cz) {
|
||||||
|
ChunkPos chunk = new ChunkPos(cx, cz);
|
||||||
|
if (own.contains(chunk) || this.allClaimed.contains(chunk)) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
if (this.surroundedBySameState(chunk, own)) {
|
||||||
|
result.add(chunk);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 判断区块的四个正方向邻居是否全部属于给定邦国的区块集合 */
|
||||||
|
private boolean surroundedBySameState(ChunkPos chunk, Set<ChunkPos> own) {
|
||||||
|
return own.contains(new ChunkPos(chunk.x() + 1, chunk.z()))
|
||||||
|
&& own.contains(new ChunkPos(chunk.x() - 1, chunk.z()))
|
||||||
|
&& own.contains(new ChunkPos(chunk.x(), chunk.z() + 1))
|
||||||
|
&& own.contains(new ChunkPos(chunk.x(), chunk.z() - 1));
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 记录一次会话内新占领的区块:
|
* 记录一次会话内新占领的区块:
|
||||||
* 加入会话集合与全局已占领集合,并同步更新己方邦国的区块集合。
|
* 加入会话集合与全局已占领集合,并同步更新己方邦国的区块集合。
|
||||||
@@ -101,6 +202,8 @@ public final class TerritoryModel {
|
|||||||
public void addSessionClaim(ChunkPos chunk) {
|
public void addSessionClaim(ChunkPos chunk) {
|
||||||
this.sessionClaims.add(chunk);
|
this.sessionClaims.add(chunk);
|
||||||
this.allClaimed.add(chunk);
|
this.allClaimed.add(chunk);
|
||||||
|
this.cachedFlyingChunks = null;
|
||||||
|
this.cachedAllFlyingChunks = null;
|
||||||
TerritoryState self = this.states.get(this.selfStateName);
|
TerritoryState self = this.states.get(this.selfStateName);
|
||||||
if (self != null) {
|
if (self != null) {
|
||||||
HashSet<ChunkPos> updated = new HashSet<ChunkPos>(self.chunks());
|
HashSet<ChunkPos> updated = new HashSet<ChunkPos>(self.chunks());
|
||||||
@@ -108,5 +211,67 @@ public final class TerritoryModel {
|
|||||||
this.states.put(this.selfStateName, new TerritoryState(self.name(), self.capital(), updated, self.color()));
|
this.states.put(this.selfStateName, new TerritoryState(self.name(), self.capital(), updated, self.color()));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 合并 SimpCore 开放 API 的领土数据(在模型发布前、单线程内调用)。
|
||||||
|
*
|
||||||
|
* <p>合并原则("任意一个数据源显示被占领即算占领"):
|
||||||
|
* <ul>
|
||||||
|
* <li>API 中出现、Dynmap 中没有的区块 → 新增一个 API 邦国状态(或并入已有同名邦国),地图上以紫色标识 API 来源;</li>
|
||||||
|
* <li>两边的区块取并集,颜色以 Dynmap 优先(保持地图观感一致);</li>
|
||||||
|
* <li>王城坐标:Dynmap 优先,API 数据兜底(Dynmap 王城 marker 缺失时用 API 的 capital 坐标补齐)。</li>
|
||||||
|
* </ul>
|
||||||
|
* API 数据块本身有服务端缓存(最多延迟 1 小时),因此只做"增量补充",绝不覆盖 Dynmap 已确认的数据。</p>
|
||||||
|
*
|
||||||
|
* @param apiChunks API 返回的 邦国名 → 区块集合
|
||||||
|
* @param apiCapitals API 返回的 邦国名 → 王城区块(可为 null)
|
||||||
|
* @param apiColors API 邦国(Dynmap 中不存在时新建)使用的颜色,传 0 则用默认紫
|
||||||
|
*/
|
||||||
|
public void mergeApiData(Map<String, Set<ChunkPos>> apiChunks, Map<String, ChunkPos> apiCapitals, int apiColor) {
|
||||||
|
if (apiChunks == null || apiChunks.isEmpty()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
int color = apiColor != 0 ? apiColor : -12345634; // 默认 API 来源紫 #FF43DE
|
||||||
|
HashMap<String, Set<ChunkPos>> merged = new HashMap<>();
|
||||||
|
HashMap<String, TerritoryState> rebuilt = new HashMap<>();
|
||||||
|
for (Map.Entry<String, Set<ChunkPos>> entry : apiChunks.entrySet()) {
|
||||||
|
String name = entry.getKey();
|
||||||
|
if (name == null || name.isEmpty()) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
ChunkPos apiCapital = apiCapitals == null ? null : apiCapitals.get(name);
|
||||||
|
TerritoryState existing = this.states.get(name);
|
||||||
|
if (existing == null) {
|
||||||
|
// API 独有的邦国:全部区块均为新增
|
||||||
|
HashSet<ChunkPos> chunks = new HashSet<>(entry.getValue());
|
||||||
|
ChunkPos capital = apiCapital != null ? apiCapital
|
||||||
|
: (chunks.isEmpty() ? new ChunkPos(0, 0) : chunks.iterator().next());
|
||||||
|
rebuilt.put(name, new TerritoryState(name, capital, chunks, color));
|
||||||
|
} else {
|
||||||
|
// 两侧共有:区块取并集;王城以 Dynmap 为准(非默认值时),API 兜底
|
||||||
|
HashSet<ChunkPos> chunks = new HashSet<>(existing.chunks());
|
||||||
|
chunks.addAll(entry.getValue());
|
||||||
|
ChunkPos capital = existing.capital();
|
||||||
|
if (apiCapital != null && (capital == null || new ChunkPos(0, 0).equals(capital))) {
|
||||||
|
capital = apiCapital;
|
||||||
|
}
|
||||||
|
rebuilt.put(name, new TerritoryState(name, capital, chunks, existing.color()));
|
||||||
|
}
|
||||||
|
merged.put(name, entry.getValue());
|
||||||
|
}
|
||||||
|
// 未被 API 覆盖的邦国原样保留
|
||||||
|
for (Map.Entry<String, TerritoryState> entry : this.states.entrySet()) {
|
||||||
|
if (!rebuilt.containsKey(entry.getKey())) {
|
||||||
|
rebuilt.put(entry.getKey(), entry.getValue());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
this.states = rebuilt;
|
||||||
|
this.allClaimed.clear();
|
||||||
|
for (TerritoryState state : rebuilt.values()) {
|
||||||
|
this.allClaimed.addAll(state.chunks());
|
||||||
|
}
|
||||||
|
this.cachedFlyingChunks = null;
|
||||||
|
this.cachedAllFlyingChunks = null;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1 +1 @@
|
|||||||
{"schemaVersion":1,"id":"autostore","version":"1.0.3","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"}]}
|
{"schemaVersion":1,"id":"autostore","version":"1.3.0","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"}]}
|
||||||
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