比较提交
| 作者 | SHA1 | 提交日期 | |
|---|---|---|---|
|
|
134a6e6f20 | ||
|
|
84abb75573 | ||
|
|
e0aadf6564 | ||
|
|
6cbd2a324a | ||
|
|
64e47e7781 |
@@ -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-1.1.2.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-1.1.2.jar`
|
||||
|
||||
@@ -502,7 +502,8 @@ 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 +513,8 @@ 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 +563,7 @@ implements SubtitleChatMonitor.Listener {
|
||||
}
|
||||
this.baritoneBridge.cancel();
|
||||
client.player.getInventory().selectedSlot = slot;
|
||||
client.interactionManager.interactItem(client.player, Hand.field_5808);
|
||||
client.interactionManager.interactItem(client.player, Hand.MAIN_HAND);
|
||||
this.eating = true;
|
||||
this.status = "\u81ea\u52a8\u8fdb\u98df\u4e2d";
|
||||
this.log("\u81ea\u52a8\u8fdb\u98df\uff0c\u9965\u997f\u503c " + foodLevel);
|
||||
@@ -575,7 +574,7 @@ implements SubtitleChatMonitor.Listener {
|
||||
private int findFoodSlot(PlayerInventory inventory) {
|
||||
for (int slot = 0; slot < 36; ++slot) {
|
||||
ItemStack stack = inventory.getStack(slot);
|
||||
if (stack.isEmpty() || stack.getComponents().get(DataComponentTypes.field_50075) == null) continue;
|
||||
if (stack.isEmpty() || stack.getComponents().get(DataComponentTypes.FOOD) == null) continue;
|
||||
return slot;
|
||||
}
|
||||
return -1;
|
||||
|
||||
@@ -89,7 +89,7 @@ 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
|
||||
@@ -422,26 +422,50 @@ 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 +524,11 @@ 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 @@
|
||||
{"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":"1.1.2","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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