7 次代码提交
作者 SHA1 备注 提交日期
Lyizai e8f6009a66 v1.1.4: 寻路优化(避矿洞+超时回城自救+不接壤目标校验)
- Baritone设置:限制下落高度(10格)与轻微挖方块惩罚,减少走入矿洞,同时保留峡谷/高山通行
- 寻路超时且玩家在地下时自动执行 /u return 回城自救,等待10秒传送后重新规划
- 新增目标有效性校验:寻路/等待/重试前实时校验目标是否仍与己方领土接壤,不接壤立即跳过并重新规划,修复走到不接壤区块死等bug
2026-08-17 12:27:38 +00:00
Lyizai 8a2c4a21d8 v1.1.3: GUI左上角添加Git仓库与官网链接按钮(点击在系统浏览器打开) 2026-08-17 11:12:20 +00:00
Lyizai 134a6e6f20 v1.1.2: 美化UI并修复状态/进度文字重叠(底部信息区改单行截断+双栏面板) 2026-08-17 10:56:29 +00:00
Lyizai 84abb75573 fix: v1.1.1 修复区域扩地总是无可用区块(同步矩形圈选坐标到配置) 2026-08-17 10:20:22 +00:00
Lyizai e0aadf6564 docs: README 更新 v1.1.0 S形扩地说明 2026-08-17 09:43:04 +00:00
Lyizai 6cbd2a324a feat: v1.1.0 区域扩地改为S形扫过矩形(不沿邦国边界,仍保证接壤) 2026-08-17 09:26:58 +00:00
Lyizai 64e47e7781 fix: v1.0.5 修复水上持续跳跃干扰寻路
- 自动游泳仅在玩家完全没入水中(isSubmergedInWater)时触发跳跃
- 玩家在水面上正常游泳时不再干预,避免干扰 Baritone 水平寻路
- 版本号更新为 1.0.5
2026-08-17 07:02:22 +00:00
共修改 6 个文件,包含 338 行新增和 69 行删除
+3 -2
查看文件
@@ -6,6 +6,7 @@
- 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
- 区域扩地采用 S 形扫描:从与现有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已占领领土接壤
- 自动寻路(Baritone)前往目标区块
- 自动进食(饥饿时自动吃背包食物)
- 实时地图 GUI(通过 Ctrl+R 打开)
@@ -14,7 +15,7 @@
## 安装
1. 安装 Fabric Loader 0.16.14+ 和 Fabric API
2. 将 `autostore-1.0.4.jar` 放入 `.minecraft/mods/` 目录
2. 将 `autostore-1.1.3.jar` 放入 `.minecraft/mods/` 目录
3. 启动游戏,按 `Ctrl+R` 打开 GUI
## 构建
@@ -24,4 +25,4 @@
./build_mod.sh
```
输出文件:`autostore-1.0.4.jar`
输出文件:`autostore-1.1.3.jar`
@@ -13,6 +13,7 @@ import autostore.client.config.ExpansionConfig;
import autostore.client.territory.ChunkPos;
import net.fabricmc.api.EnvType;
import net.fabricmc.api.Environment;
import net.minecraft.client.MinecraftClient;
/**
* Baritone API 封装(桥接层)。
@@ -36,6 +37,12 @@ public final class BaritoneBridge {
settings.allowPlace.value = config.allowPlace;
settings.allowParkour.value = config.allowJump;
settings.avoidance.value = config.avoidMobs;
// 减少走入地下矿洞:限制无水源时的下落高度,避免掉进深坑/矿洞。
// 放宽到 10 格,仍允许穿越峡谷、下坡等正常地形,同时避免掉入深坑
settings.maxFallHeightNoWater.value = 10;
// 轻微提高挖掘方块的额外代价,让寻路尽量绕行地面而非挖洞穿山,
// 但不会阻止必要挖掘(高山、峡谷等仍可通行)
settings.blockBreakAdditionalPenalty.value = 0.5;
}
/**
@@ -62,6 +69,18 @@ public final class BaritoneBridge {
baritone.getPathingBehavior().forceCancel();
}
/**
* 发送服务器聊天命令(如 /u return 回城),command 参数不含前导斜杠。
* 用于寻路超时后的回城自救,避免玩家被困在地下矿洞等位置。
*/
public void sendCommand(String command) {
MinecraftClient client = MinecraftClient.getInstance();
if (client == null || client.player == null || client.getNetworkHandler() == null) {
return;
}
client.getNetworkHandler().sendChatCommand(command);
}
/** @return 当前是否正在寻路 */
public boolean isPathing() {
IBaritone baritone = this.primary();
@@ -20,6 +20,7 @@ import java.util.List;
import java.util.Set;
import net.fabricmc.api.EnvType;
import net.fabricmc.api.Environment;
import net.minecraft.block.BlockState;
import net.minecraft.util.Hand;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.entity.player.PlayerInventory;
@@ -76,6 +77,8 @@ implements SubtitleChatMonitor.Listener {
private final Set<ChunkPos> claimedSet = new HashSet<>();
/** 是否正在自动进食 */
private boolean eating;
/** 回城自救后重新规划时保留重试计数,避免无限循环 */
private boolean keepRetryCount;
public ExpansionController(TerritoryDataService dataService) {
this.dataService = dataService;
@@ -230,6 +233,10 @@ implements SubtitleChatMonitor.Listener {
this.tickNext();
break;
}
case 9: {
this.tickReturning();
break;
}
}
}
@@ -268,7 +275,10 @@ implements SubtitleChatMonitor.Listener {
/** 让 Baritone 寻路前往当前目标区块,并进入 PATHING 状态 */
private void startPathing() {
if (!this.keepRetryCount) {
this.retryCount = 0;
}
this.keepRetryCount = false;
this.stageStartedMillis = System.currentTimeMillis();
this.lastProgress = 0;
this.baritoneBridge.pathTo(this.target);
@@ -284,8 +294,8 @@ implements SubtitleChatMonitor.Listener {
this.setState(State.NEXT, "\u76ee\u6807\u4e3a\u7a7a");
return;
}
// 目标已被他人占领(地图刷新后发现):立即跳过,避免继续寻路到无效区块
if (this.skipIfTargetClaimed("\u76ee\u6807\u5df2\u88ab\u5360\u9886")) {
// 目标已失效(被占领或不再与己方领土接壤):立即跳过,避免继续寻路到无效区块
if (this.skipIfTargetInvalid()) {
return;
}
if (this.playerChunk.equals(this.target)) {
@@ -302,6 +312,10 @@ implements SubtitleChatMonitor.Listener {
if (this.retryCount >= this.config.retries) {
this.log("\u5bfb\u8def\u8d85\u65f6\uff0c\u8df3\u8fc7 " + this.target.x() + "," + this.target.z());
this.setState(State.FAIL, "\u5bfb\u8def\u8d85\u65f6");
} else if (this.isUnderground()) {
// 玩家被困地下(矿洞等):执行 /u return 回城自救,避免被困
this.log("\u5bfb\u8def\u8d85\u65f6\u4e14\u73a9\u5bb6\u5728\u5730\u4e0b\uff0c\u6267\u884c /u return \u56de\u57ce\u81ea\u6551 " + this.retryCount + "/" + this.config.retries);
this.returnToCapital("\u56de\u57ce\u540e\u91cd\u65b0\u5bfb\u8def " + this.target.x() + "," + this.target.z());
} else {
this.log("\u5bfb\u8def\u8d85\u65f6\uff0c\u91cd\u8bd5 " + this.retryCount + "/" + this.config.retries);
this.retrySameTarget("\u91cd\u8bd5\u524d\u5f80 " + this.target.x() + "," + this.target.z());
@@ -315,8 +329,8 @@ implements SubtitleChatMonitor.Listener {
this.setState(State.NEXT, "\u76ee\u6807\u4e3a\u7a7a");
return;
}
// 目标已被他人占领(地图刷新后发现):立即跳过,避免被困在已占领区块
if (this.skipIfTargetClaimed("\u76ee\u6807\u5df2\u88ab\u5360\u9886")) {
// 目标已失效(被占领或不再与己方领土接壤):立即跳过,避免被困在无效区块
if (this.skipIfTargetInvalid()) {
return;
}
// 玩家离开了目标区块(被击退/寻路偏差),重新寻路回去
@@ -341,8 +355,9 @@ implements SubtitleChatMonitor.Listener {
/** 重试当前目标:取消旧寻路,重新让 Baritone 前往同一目标区块 */
private void retrySameTarget(String statusText) {
// 目标已被他人占领(地图刷新后发现):不再重试,直接跳过,避免玩家被困在已占领区块
if (this.skipIfTargetClaimed("\u91cd\u8bd5\u65f6\u53d1\u73b0\u76ee\u6807\u5df2\u88ab\u5360\u9886")) {
// 目标已失效(被占领或不再与己方领土接壤):不再重试,直接跳过,
// 避免玩家被反复拉回与领土不接壤的孤立区块
if (this.skipIfTargetInvalid()) {
return;
}
this.baritoneBridge.cancel();
@@ -352,19 +367,119 @@ implements SubtitleChatMonitor.Listener {
}
/**
* 若当前目标区块已被任何邦国占领(含己方与本次会话),
* 则记录日志、跳过该目标并进入 NEXT 状态,返回 true。
* 用于在地图数据异步刷新后及时识别"已被占领"的区块,避免死循环。
* 若当前目标已失效(被其他邦国占领,或不再与己方领土接壤),
* 则取消寻路、记录日志、跳过该目标并进入 NEXT 状态,返回 true。
* 用于修复"寻路走到与领土不接壤区块后死等"的 bug:
* 地图数据刷新后,若目标周围被他人占领导致不再接壤,立即放弃该目标并重新规划。
*/
private boolean skipIfTargetClaimed(String reason) {
if (this.target != null && this.isClaimedByOthers(this.target)) {
this.log(reason + " " + this.target.x() + "," + this.target.z() + "\uff0c\u8df3\u8fc7");
this.setState(State.NEXT, "\u8df3\u8fc7\u5df2\u5360\u9886\u533a\u5757");
private boolean skipIfTargetInvalid() {
if (this.target == null) {
return false;
}
if (!this.isTargetStillValid()) {
this.baritoneBridge.cancel();
this.log("\u76ee\u6807\u5df2\u5931\u6548\uff08\u88ab\u5360\u9886\u6216\u4e0d\u518d\u4e0e\u9886\u571f\u63a5\u58e4\uff09\uff0c\u8df3\u8fc7 " + this.target.x() + "," + this.target.z());
this.setState(State.NEXT, "\u76ee\u6807\u5931\u6548\uff0c\u91cd\u65b0\u89c4\u5212");
return true;
}
return false;
}
/**
* 判断当前目标是否仍然有效:
* 未被任何邦国占领,且与己方领土(含本次会话新占领)至少一个区块接壤。
* 使用实时地图数据校验,避免寻路到与领土不接壤的孤立区块。
*/
private boolean isTargetStillValid() {
if (this.target == null) {
return false;
}
TerritoryModel m = this.dataService.model();
if (m.allClaimedChunks().contains(this.target)) {
return false;
}
HashSet<ChunkPos> own = new HashSet<ChunkPos>(m.sessionClaims());
TerritoryState self = m.selfState();
if (self != null) {
own.addAll(self.chunks());
}
return this.ownNeighbors(this.target, own) > 0;
}
/** 统计区块周围(上下左右)属于给定集合的邻居数量 */
private int ownNeighbors(ChunkPos chunk, Set<ChunkPos> own) {
int count = 0;
for (ChunkPos neighbor : this.cardinalNeighbors(chunk)) {
if (own.contains(neighbor)) {
++count;
}
}
return count;
}
/** 判断区块是否属于己方领土(含本次会话新占领) */
private boolean isInOwnTerritory(ChunkPos chunk) {
TerritoryModel m = this.dataService.model();
if (m.sessionClaims().contains(chunk)) {
return true;
}
TerritoryState self = m.selfState();
return self != null && self.chunks().contains(chunk);
}
/**
* 判断玩家是否被困在地下(头顶上方连续数格被实心方块遮挡)。
* 用于寻路超时时识别"走进矿洞"的情况,从而触发回城自救。
*/
private boolean isUnderground() {
MinecraftClient client = MinecraftClient.getInstance();
if (client == null || client.player == null || client.world == null) {
return false;
}
BlockPos pos = client.player.getBlockPos();
for (int y = pos.getY() + 1; y <= pos.getY() + 3; ++y) {
BlockPos above = new BlockPos(pos.getX(), y, pos.getZ());
BlockState state = client.world.getBlockState(above);
if (state.isOpaqueFullCube()) {
return true;
}
}
return false;
}
/**
* 回城自救:取消当前寻路,发送 /u return 命令回到国家王城区块,
* 并进入 RETURNING 状态等待回城完成后重新规划扩地任务。
* 用于避免玩家被困在地下矿洞或无效区块。
*/
private void returnToCapital(String statusText) {
this.baritoneBridge.cancel();
this.stageStartedMillis = System.currentTimeMillis();
this.keepRetryCount = true;
this.baritoneBridge.sendCommand("u return");
this.setState(State.RETURNING, "\u56de\u57ce\u81ea\u6551\u4e2d");
this.log("\u6267\u884c /u return \u56de\u57ce\uff0c\u7b49\u5f85\u8fd4\u56de\u738b\u57ce\u540e\u7ee7\u7eed");
}
/**
* 回城阶段每帧逻辑:等待玩家回到己方领土(含王城)后重新规划。
* /u return 传送需要约 10 秒,因此前 10 秒不检查位置,避免传送未完成就误判;
* 若等待超时(60 秒)仍未回到领土,则跳过当前目标继续,避免死等。
*/
private void tickReturning() {
long elapsedSeconds = (System.currentTimeMillis() - this.stageStartedMillis) / 1000L;
if (elapsedSeconds >= 60) {
this.log("\u56de\u57ce\u7b49\u5f85\u8d85\u65f6\uff0c\u8df3\u8fc7\u5f53\u524d\u76ee\u6807\u7ee7\u7eed");
this.setState(State.FAIL, "\u56de\u57ce\u8d85\u65f6\uff0c\u8df3\u8fc7\u76ee\u6807");
return;
}
// /u return 传送约需 10 秒,等待传送完成后才检查是否回到己方领土
if (elapsedSeconds >= 10 && this.isInOwnTerritory(this.playerChunk)) {
this.log("\u5df2\u56de\u5230\u5df1\u65b9\u9886\u571f\uff0c\u91cd\u65b0\u89c4\u5212\u6269\u5730\u4efb\u52a1");
this.setState(State.NEXT, "\u5df2\u56de\u57ce\uff0c\u91cd\u65b0\u89c4\u5212");
}
}
/** 成功后的过渡:进入 NEXT 状态,准备处理下一个目标 */
private void tickSuccess() {
this.setState(State.NEXT, "\u5df2\u5b8c\u6210 " + this.completedClaims + (this.config.targetCount > 0 ? "/" + this.config.targetCount : "/\u6301\u7eed"));
@@ -502,7 +617,8 @@ implements SubtitleChatMonitor.Listener {
/**
* 自动游泳逻辑(每帧调用):
* 玩家处于水中且未站在地面上时自动跳跃(模拟按住空格键),防止溺水。
* 仅在玩家完全没入水中(有溺水风险)时自动跳跃,保持浮在水面。
* 玩家在水面上正常游泳时不做任何干预,避免干扰 Baritone 的水平寻路。
*/
private void tickAutoSwim(MinecraftClient client) {
if (!this.isRunning()) {
@@ -512,10 +628,8 @@ implements SubtitleChatMonitor.Listener {
if (player == null) {
return;
}
// 完全没入水中,或接触水面且未站在地面(深水区漂浮)时都需要游泳
boolean inWater = player.isSubmergedInWater()
|| (player.isTouchingWater() && !player.isOnGround());
if (inWater) {
// 只有完全没入水中(头部在水面以下)才有溺水风险,此时才需要跳跃上浮
if (player.isSubmergedInWater()) {
player.jump();
}
}
@@ -564,7 +678,7 @@ implements SubtitleChatMonitor.Listener {
}
this.baritoneBridge.cancel();
client.player.getInventory().selectedSlot = slot;
client.interactionManager.interactItem(client.player, Hand.field_5808);
client.interactionManager.interactItem(client.player, Hand.MAIN_HAND);
this.eating = true;
this.status = "\u81ea\u52a8\u8fdb\u98df\u4e2d";
this.log("\u81ea\u52a8\u8fdb\u98df\uff0c\u9965\u997f\u503c " + foodLevel);
@@ -575,7 +689,7 @@ implements SubtitleChatMonitor.Listener {
private int findFoodSlot(PlayerInventory inventory) {
for (int slot = 0; slot < 36; ++slot) {
ItemStack stack = inventory.getStack(slot);
if (stack.isEmpty() || stack.getComponents().get(DataComponentTypes.field_50075) == null) continue;
if (stack.isEmpty() || stack.getComponents().get(DataComponentTypes.FOOD) == null) continue;
return slot;
}
return -1;
@@ -631,7 +745,8 @@ implements SubtitleChatMonitor.Listener {
FAIL,
NEXT,
COMPLETE,
STOPPED;
STOPPED,
RETURNING;
}
}
@@ -17,6 +17,7 @@ import java.util.List;
import java.util.function.Consumer;
import net.fabricmc.api.EnvType;
import net.fabricmc.api.Environment;
import net.minecraft.util.Util;
import net.minecraft.util.math.BlockPos;
import net.minecraft.text.Text;
import net.minecraft.client.font.TextRenderer;
@@ -38,6 +39,9 @@ import net.minecraft.text.StringVisitable;
*/
public final class AutoStoreGui
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 ExpansionConfig config;
private final ExpansionController controller;
@@ -89,7 +93,7 @@ extends Screen {
this.mapY = 40;
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
int infoHeight = 78;
int infoHeight = 88;
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
@@ -99,6 +103,9 @@ extends Screen {
// ===== 顶部控制按钮 =====
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());
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();
this.addDrawableChild(startButton);
@@ -158,6 +165,15 @@ extends Screen {
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
}
}
/** 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) {
TextFieldWidget field = new TextFieldWidget(this.textRenderer, x, y, width, 20, Text.literal((String)""));
@@ -422,26 +438,50 @@ 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 */
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, "\u76ee\u6807\u6570\u91cf", this.panelX + 4, this.targetFieldY + 4, -5592406);
context.drawTextWithShadow(this.textRenderer, "\u6743\u9650\u8bbe\u7f6e", this.panelX + 4, this.advancedY, -5592406);
int belowY = this.mapY + this.mapH + 12;
// ===== 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 + 20;
int statusWidth = this.mapW - logWidth - 20;
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:最多 4 条,最新日志在最下方
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);
int shown = Math.min(4, logs.size());
for (int i = 0; i < shown; ++i) {
String trimmed = this.textRenderer.trimToWidth(logs.get(logs.size() - shown + i), logWidth - 4);
context.drawTextWithShadow(this.textRenderer, trimmed, this.mapX + 2, infoTop + 12 + i * 12, -6577233);
}
// 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;
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);
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);
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);
context.drawWrappedTextWithShadow(this.textRenderer, Text.literal(this.refreshStatusText()), statusX, belowY + 46, statusWidth, -5592406);
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);
String error = this.mod.dataService().lastError();
String[] statusLines = new String[]{
"\u72b6\u6001\uff1a" + this.controller.status(),
"\u8fdb\u5ea6\uff1a" + this.controller.completedClaims() + " / " + targetText + "\uff0c\u7b49\u5f85\uff1a" + this.controller.lastProgress() + "%",
"\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) */
@@ -500,6 +540,11 @@ extends Screen {
target.avoidMobs = this.config.avoidMobs;
target.allowBreak = this.config.allowBreak;
target.allowPlace = this.config.allowPlace;
// 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.regionMaxX = this.config.regionMaxX;
target.regionMinZ = this.config.regionMinZ;
target.regionMaxZ = this.config.regionMaxZ;
this.mod.saveConfig();
}
@@ -8,7 +8,6 @@ import autostore.client.config.ExpansionConfig;
import autostore.client.territory.ChunkPos;
import autostore.client.territory.TerritoryModel;
import autostore.client.territory.TerritoryState;
import java.util.ArrayDeque;
import java.util.ArrayList;
import java.util.Comparator;
import java.util.HashSet;
@@ -191,11 +190,13 @@ public final class ExpansionPlanner {
}
/**
* 策略 2 矩形区域扩地:完全按玩家圈选的矩形区域扩地。
* 策略 2 矩形区域扩地:在玩家圈选的矩形内,从与现有领土接壤的区块开始,
* 横向或纵向 S 形扫过整个矩形。
*
* <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),
* 若未接壤则返回空列表(不扩地)。接壤后,从接壤边界开始 BFS 逐层向内,
* 将矩形内所有未被占领的区块全部纳入计划,保证每个区块都与已占领领土连通。
* <p>与旧版"沿邦国边界逐层向内 BFS"不同,本算法不再贴着邦国现有边界,
* 而是生成一条贯穿矩形的 S 形路径:从接壤起点开始,逐行/逐列交替反向扫过,
* 保证路径上每个区块都与已占领领土(含己方领土、本次会话新占领)接壤,
* 矩形内已占领的区块自动跳过、不重复占领。
*/
private List<ChunkPos> generateRectangle(TerritoryModel model, ExpansionConfig config, ChunkPos playerChunk) {
Set<ChunkPos> actualOwn = this.ownChunks(model);
@@ -208,50 +209,138 @@ public final class ExpansionPlanner {
int minZ = config.regionMinZ;
int maxZ = config.regionMaxZ;
int limit = config.targetCount > 0 ? config.targetCount : Integer.MAX_VALUE;
// 检查矩形是否与己方领土接壤:矩形内至少有一个未占领区块与领土相邻
boolean bordersOwn = false;
// 找出矩形内所有与己方领土接壤的未占领区块(作为 S 形起点候选)
ArrayList<ChunkPos> borderChunks = new ArrayList<ChunkPos>();
for (int x = minX; x <= maxX; ++x) {
for (int z = minZ; z <= maxZ; ++z) {
ChunkPos chunk = new ChunkPos(x, z);
if (allClaimed.contains(chunk)) continue;
if (this.ownNeighbors(chunk, actualOwn) > 0) {
bordersOwn = true;
break;
borderChunks.add(chunk);
}
}
if (bordersOwn) break;
}
if (!bordersOwn) {
if (borderChunks.isEmpty()) {
return List.of();
}
// 初始边界:矩形内与己方领土(原始领土)直接相邻的未占领区块
HashSet<ChunkPos> plannedOwn = new HashSet<ChunkPos>(actualOwn);
ArrayDeque<ChunkPos> frontier = new ArrayDeque<ChunkPos>();
// 选择起点:优先矩形角落附近与领土接壤的区块,使 S 形能自然覆盖整个矩形
ChunkPos start = this.chooseStart(borderChunks, minX, maxX, minZ, maxZ);
// 生成 S 形扫描路径(覆盖矩形内所有区块,含已占领的)
List<ChunkPos> sPath = this.buildSPath(start, minX, maxX, minZ, maxZ);
// 已占领集合:己方领土 + 所有已占领 + 本次规划已纳入的区块
HashSet<ChunkPos> claimed = new HashSet<ChunkPos>(actualOwn);
claimed.addAll(allClaimed);
ArrayList<ChunkPos> result = new ArrayList<ChunkPos>();
for (int x = minX; x <= maxX; ++x) {
for (int z = minZ; z <= maxZ; ++z) {
ChunkPos chunk = new ChunkPos(x, z);
if (allClaimed.contains(chunk) || plannedOwn.contains(chunk)) continue;
if (this.ownNeighbors(chunk, actualOwn) > 0) {
plannedOwn.add(chunk);
frontier.add(chunk);
}
}
}
// BFS 逐层向内填满整个矩形
while (!frontier.isEmpty() && result.size() < limit) {
ChunkPos chunk = frontier.removeFirst();
for (ChunkPos chunk : sPath) {
if (result.size() >= limit) break;
if (claimed.contains(chunk)) continue;
// 必须与已占领领土接壤,保证能够开拓
if (this.ownNeighbors(chunk, claimed) == 0) continue;
result.add(chunk);
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);
}
claimed.add(chunk);
}
return result;
}
/**
* 从接壤候选区块中选择 S 形扫描的起点:
* 优先选择矩形角落上的接壤区块;没有角落接壤时,选择离任一角落最近的接壤区块。
*/
private ChunkPos chooseStart(List<ChunkPos> borderChunks, int minX, int maxX, int minZ, int maxZ) {
ChunkPos[] corners = new ChunkPos[]{new ChunkPos(minX, minZ), new ChunkPos(maxX, minZ), new ChunkPos(minX, maxZ), new ChunkPos(maxX, maxZ)};
for (ChunkPos corner : corners) {
if (borderChunks.contains(corner)) {
return corner;
}
}
ChunkPos best = null;
int bestDist = Integer.MAX_VALUE;
for (ChunkPos chunk : borderChunks) {
for (ChunkPos corner : corners) {
int dist = Math.abs(chunk.x() - corner.x()) + Math.abs(chunk.z() - corner.z());
if (dist < bestDist) {
bestDist = dist;
best = chunk;
}
}
}
return best;
}
/**
* 生成从起点开始的 S 形扫描路径,覆盖矩形内所有区块。
*
* <p>扫描主轴根据起点所在边缘决定:起点在顶/底行时横向逐行扫描,
* 起点在左/右列时纵向逐列扫描。每行/列内方向交替反向,形成 S 形。
* 起点所在行/列从起点向两侧铺开,保证起点是路径第一个区块。
*/
private List<ChunkPos> buildSPath(ChunkPos start, int minX, int maxX, int minZ, int maxZ) {
ArrayList<ChunkPos> path = new ArrayList<ChunkPos>();
boolean horizontal = start.z() == minZ || start.z() == maxZ;
if (horizontal) {
int startRow = start.z();
// 起点行:从起点向一侧到边缘,再反向到另一侧,完整覆盖该行
boolean leftToRight = start.x() == minX;
if (leftToRight) {
for (int x = start.x(); x <= maxX; ++x) path.add(new ChunkPos(x, startRow));
for (int x = start.x() - 1; x >= minX; --x) path.add(new ChunkPos(x, startRow));
} else {
for (int x = start.x(); x >= minX; --x) path.add(new ChunkPos(x, startRow));
for (int x = start.x() + 1; x <= maxX; ++x) path.add(new ChunkPos(x, startRow));
}
// 其余行:先向下(+z)再向上(-z),每行方向交替,形成 S 形
boolean ltr = leftToRight;
for (int z = startRow + 1; z <= maxZ; ++z) {
this.appendRow(path, z, minX, maxX, ltr);
ltr = !ltr;
}
for (int z = startRow - 1; z >= minZ; --z) {
this.appendRow(path, z, minX, maxX, ltr);
ltr = !ltr;
}
} else {
int startCol = start.x();
// 起点列:从起点向一侧到边缘,再反向到另一侧,完整覆盖该列
boolean topToBottom = start.z() == minZ;
if (topToBottom) {
for (int z = start.z(); z <= maxZ; ++z) path.add(new ChunkPos(startCol, z));
for (int z = start.z() - 1; z >= minZ; --z) path.add(new ChunkPos(startCol, z));
} else {
for (int z = start.z(); z >= minZ; --z) path.add(new ChunkPos(startCol, z));
for (int z = start.z() + 1; z <= maxZ; ++z) path.add(new ChunkPos(startCol, z));
}
// 其余列:先向右(+x)再向左(-x),每列方向交替,形成 S 形
boolean ttb = topToBottom;
for (int x = startCol + 1; x <= maxX; ++x) {
this.appendCol(path, x, minZ, maxZ, ttb);
ttb = !ttb;
}
for (int x = startCol - 1; x >= minX; --x) {
this.appendCol(path, x, minZ, maxZ, ttb);
ttb = !ttb;
}
}
return path;
}
/** 追加一行区块到路径(leftToRight=true 时从左到右,否则从右到左) */
private void appendRow(List<ChunkPos> path, int row, int minX, int maxX, boolean leftToRight) {
if (leftToRight) {
for (int x = minX; x <= maxX; ++x) path.add(new ChunkPos(x, row));
} else {
for (int x = maxX; x >= minX; --x) path.add(new ChunkPos(x, row));
}
}
/** 追加一列区块到路径(topToBottom=true 时从上到下,否则从下到上) */
private void appendCol(List<ChunkPos> path, int col, int minZ, int maxZ, boolean topToBottom) {
if (topToBottom) {
for (int z = minZ; z <= maxZ; ++z) path.add(new ChunkPos(col, z));
} else {
for (int z = maxZ; z >= minZ; --z) path.add(new ChunkPos(col, z));
}
}
/** 在候选集中找到离当前游标最近的一个区块(曼哈顿距离),作为推进的前沿 */
private ChunkPos nearestFrontier(Set<ChunkPos> candidates, ChunkPos cursor) {
return candidates.stream().min(Comparator.comparingInt(cursor::manhattanDistance)).orElse(null);
+1 -1
查看文件
@@ -1 +1 @@
{"schemaVersion":1,"id":"autostore","version":"1.0.4","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":"1.1.4","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"}]}