2 次代码提交
共修改 4 个文件,包含 126 行新增和 36 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 - 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
- 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 - 自动寻路(Baritone)前往目标区块
- 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)
- 实时地图 GUI(通过 Ctrl+R 打开) - 实时地图 GUI(通过 Ctrl+R 打开)
@@ -14,7 +15,7 @@
## 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-1.0.5.jar` 放入 `.minecraft/mods/` 目录 2. 将 `autostore-1.1.0.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 +25,4 @@
./build_mod.sh ./build_mod.sh
``` ```
输出文件:`autostore-1.0.5.jar` 输出文件:`autostore-1.1.0.jar`
@@ -563,7 +563,7 @@ 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);
@@ -574,7 +574,7 @@ 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;
@@ -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;
@@ -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), * <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,
* 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, * 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,
* 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。 * 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) { private List<ChunkPos> generateRectangle(TerritoryModel model, ExpansionConfig config, ChunkPos playerChunk) {
Set<ChunkPos> actualOwn = this.ownChunks(model); Set<ChunkPos> actualOwn = this.ownChunks(model);
@@ -208,48 +209,136 @@ 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 // 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)
boolean bordersOwn = false; ArrayList<ChunkPos> borderChunks = new ArrayList<ChunkPos>();
for (int x = minX; x <= maxX; ++x) { for (int x = minX; x <= maxX; ++x) {
for (int z = minZ; z <= maxZ; ++z) { for (int z = minZ; z <= maxZ; ++z) {
ChunkPos chunk = new ChunkPos(x, z); ChunkPos chunk = new ChunkPos(x, z);
if (allClaimed.contains(chunk)) continue; if (allClaimed.contains(chunk)) continue;
if (this.ownNeighbors(chunk, actualOwn) > 0) { if (this.ownNeighbors(chunk, actualOwn) > 0) {
bordersOwn = true; borderChunks.add(chunk);
break;
} }
} }
if (bordersOwn) break;
} }
if (!bordersOwn) { if (borderChunks.isEmpty()) {
return List.of(); 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 // 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
HashSet<ChunkPos> plannedOwn = new HashSet<ChunkPos>(actualOwn); ChunkPos start = this.chooseStart(borderChunks, minX, maxX, minZ, maxZ);
ArrayDeque<ChunkPos> frontier = new ArrayDeque<ChunkPos>(); // 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>(); ArrayList<ChunkPos> result = new ArrayList<ChunkPos>();
for (int x = minX; x <= maxX; ++x) { for (ChunkPos chunk : sPath) {
for (int z = minZ; z <= maxZ; ++z) { if (result.size() >= limit) break;
ChunkPos chunk = new ChunkPos(x, z); if (claimed.contains(chunk)) continue;
if (allClaimed.contains(chunk) || plannedOwn.contains(chunk)) continue; // 必须与已占领领土接壤,保证能够开拓
if (this.ownNeighbors(chunk, actualOwn) > 0) { if (this.ownNeighbors(chunk, claimed) == 0) continue;
plannedOwn.add(chunk); result.add(chunk);
frontier.add(chunk); 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;
} }
} }
} }
// BFS 逐层向内填满整个矩形 return best;
while (!frontier.isEmpty() && result.size() < limit) { }
ChunkPos chunk = frontier.removeFirst();
result.add(chunk); /**
for (ChunkPos neighbor : this.cardinalNeighbors(chunk)) { * 生成从起点开始的 S 形扫描路径,覆盖矩形内所有区块。
if (neighbor.x() < minX || neighbor.x() > maxX || neighbor.z() < minZ || neighbor.z() > maxZ) continue; *
if (allClaimed.contains(neighbor) || plannedOwn.contains(neighbor)) continue; * <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,
plannedOwn.add(neighbor); * 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。
frontier.add(neighbor); * 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 result; 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 */ /** 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 */
+1 -1
查看文件
@@ -1 +1 @@
{"schemaVersion":1,"id":"autostore","version":"1.0.5","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":"1.1.0","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"}]}