比较提交
| 作者 | SHA1 | 提交日期 | |
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84abb75573 | ||
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e0aadf6564 | ||
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6cbd2a324a |
@@ -6,6 +6,7 @@
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- 从远程 `markers.json` 拉取各国领土边界
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- 四种扩地策略:方形外扩、区域扩地、玩家周围、绕国一圈
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- 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
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- 自动寻路(Baritone)前往目标区块
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- 自动进食(饥饿时自动吃背包食物)
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- 实时地图 GUI(通过 Ctrl+R 打开)
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@@ -14,7 +15,7 @@
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## 安装
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1. 安装 Fabric Loader 0.16.14+ 和 Fabric API
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2. 将 `autostore-1.0.5.jar` 放入 `.minecraft/mods/` 目录
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2. 将 `autostore-1.1.1.jar` 放入 `.minecraft/mods/` 目录
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3. 启动游戏,按 `Ctrl+R` 打开 GUI
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## 构建
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@@ -24,4 +25,4 @@
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./build_mod.sh
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```
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输出文件:`autostore-1.0.5.jar`
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输出文件:`autostore-1.1.1.jar`
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@@ -563,7 +563,7 @@ implements SubtitleChatMonitor.Listener {
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}
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this.baritoneBridge.cancel();
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client.player.getInventory().selectedSlot = slot;
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client.interactionManager.interactItem(client.player, Hand.field_5808);
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client.interactionManager.interactItem(client.player, Hand.MAIN_HAND);
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this.eating = true;
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this.status = "\u81ea\u52a8\u8fdb\u98df\u4e2d";
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this.log("\u81ea\u52a8\u8fdb\u98df\uff0c\u9965\u997f\u503c " + foodLevel);
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@@ -574,7 +574,7 @@ implements SubtitleChatMonitor.Listener {
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private int findFoodSlot(PlayerInventory inventory) {
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for (int slot = 0; slot < 36; ++slot) {
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ItemStack stack = inventory.getStack(slot);
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if (stack.isEmpty() || stack.getComponents().get(DataComponentTypes.field_50075) == null) continue;
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if (stack.isEmpty() || stack.getComponents().get(DataComponentTypes.FOOD) == null) continue;
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return slot;
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}
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return -1;
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@@ -500,6 +500,11 @@ extends Screen {
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target.avoidMobs = this.config.avoidMobs;
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target.allowBreak = this.config.allowBreak;
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target.allowPlace = this.config.allowPlace;
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// 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)
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target.regionMinX = this.config.regionMinX;
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target.regionMaxX = this.config.regionMaxX;
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target.regionMinZ = this.config.regionMinZ;
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target.regionMaxZ = this.config.regionMaxZ;
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this.mod.saveConfig();
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}
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@@ -8,7 +8,6 @@ import autostore.client.config.ExpansionConfig;
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import autostore.client.territory.ChunkPos;
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import autostore.client.territory.TerritoryModel;
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import autostore.client.territory.TerritoryState;
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import java.util.ArrayDeque;
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import java.util.ArrayList;
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import java.util.Comparator;
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import java.util.HashSet;
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@@ -191,11 +190,13 @@ public final class ExpansionPlanner {
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}
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/**
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* 策略 2 矩形区域扩地:完全按玩家圈选的矩形区域扩地。
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* 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,
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* 横向或纵向 S 形扫过整个矩形。
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*
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* <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),
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* 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,
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* 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。
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* <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,
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* 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,
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* 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,
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* 矩形内已占领的区块自动跳过、不重复占领。
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*/
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private List<ChunkPos> generateRectangle(TerritoryModel model, ExpansionConfig config, ChunkPos playerChunk) {
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Set<ChunkPos> actualOwn = this.ownChunks(model);
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@@ -208,50 +209,138 @@ public final class ExpansionPlanner {
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int minZ = config.regionMinZ;
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int maxZ = config.regionMaxZ;
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int limit = config.targetCount > 0 ? config.targetCount : Integer.MAX_VALUE;
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// 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
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boolean bordersOwn = false;
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// 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)
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ArrayList<ChunkPos> borderChunks = new ArrayList<ChunkPos>();
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for (int x = minX; x <= maxX; ++x) {
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for (int z = minZ; z <= maxZ; ++z) {
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ChunkPos chunk = new ChunkPos(x, z);
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if (allClaimed.contains(chunk)) continue;
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if (this.ownNeighbors(chunk, actualOwn) > 0) {
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bordersOwn = true;
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break;
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borderChunks.add(chunk);
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}
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}
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if (bordersOwn) break;
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}
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if (!bordersOwn) {
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if (borderChunks.isEmpty()) {
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return List.of();
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}
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// 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
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HashSet<ChunkPos> plannedOwn = new HashSet<ChunkPos>(actualOwn);
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ArrayDeque<ChunkPos> frontier = new ArrayDeque<ChunkPos>();
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// 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
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ChunkPos start = this.chooseStart(borderChunks, minX, maxX, minZ, maxZ);
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// 生成 S 形扫描路径(覆盖矩形内所有区块,含已占领的)
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List<ChunkPos> sPath = this.buildSPath(start, minX, maxX, minZ, maxZ);
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// 已占领集合:己方领土 + 所有已占领 + 本次规划已纳入的区块
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HashSet<ChunkPos> claimed = new HashSet<ChunkPos>(actualOwn);
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claimed.addAll(allClaimed);
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ArrayList<ChunkPos> result = new ArrayList<ChunkPos>();
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for (int x = minX; x <= maxX; ++x) {
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for (int z = minZ; z <= maxZ; ++z) {
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ChunkPos chunk = new ChunkPos(x, z);
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if (allClaimed.contains(chunk) || plannedOwn.contains(chunk)) continue;
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if (this.ownNeighbors(chunk, actualOwn) > 0) {
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plannedOwn.add(chunk);
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frontier.add(chunk);
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}
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}
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}
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// BFS 逐层向内填满整个矩形
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while (!frontier.isEmpty() && result.size() < limit) {
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ChunkPos chunk = frontier.removeFirst();
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for (ChunkPos chunk : sPath) {
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if (result.size() >= limit) break;
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if (claimed.contains(chunk)) continue;
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// 必须与已占领领土接壤,保证能够开拓
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if (this.ownNeighbors(chunk, claimed) == 0) continue;
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result.add(chunk);
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for (ChunkPos neighbor : this.cardinalNeighbors(chunk)) {
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if (neighbor.x() < minX || neighbor.x() > maxX || neighbor.z() < minZ || neighbor.z() > maxZ) continue;
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if (allClaimed.contains(neighbor) || plannedOwn.contains(neighbor)) continue;
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plannedOwn.add(neighbor);
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frontier.add(neighbor);
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}
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claimed.add(chunk);
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}
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return result;
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}
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/**
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* 从接壤候选区块中选择 S 形扫描的起点:
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* 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。
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*/
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private ChunkPos chooseStart(List<ChunkPos> borderChunks, int minX, int maxX, int minZ, int maxZ) {
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ChunkPos[] corners = new ChunkPos[]{new ChunkPos(minX, minZ), new ChunkPos(maxX, minZ), new ChunkPos(minX, maxZ), new ChunkPos(maxX, maxZ)};
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for (ChunkPos corner : corners) {
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if (borderChunks.contains(corner)) {
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return corner;
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}
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}
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ChunkPos best = null;
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int bestDist = Integer.MAX_VALUE;
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for (ChunkPos chunk : borderChunks) {
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for (ChunkPos corner : corners) {
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int dist = Math.abs(chunk.x() - corner.x()) + Math.abs(chunk.z() - corner.z());
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if (dist < bestDist) {
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bestDist = dist;
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best = chunk;
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}
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}
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}
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return best;
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}
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/**
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* 生成从起点开始的 S 形扫描路径,覆盖矩形内所有区块。
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*
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* <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,
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* 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。
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* 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。
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*/
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private List<ChunkPos> buildSPath(ChunkPos start, int minX, int maxX, int minZ, int maxZ) {
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ArrayList<ChunkPos> path = new ArrayList<ChunkPos>();
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boolean horizontal = start.z() == minZ || start.z() == maxZ;
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if (horizontal) {
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int startRow = start.z();
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// 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
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boolean leftToRight = start.x() == minX;
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if (leftToRight) {
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for (int x = start.x(); x <= maxX; ++x) path.add(new ChunkPos(x, startRow));
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for (int x = start.x() - 1; x >= minX; --x) path.add(new ChunkPos(x, startRow));
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} else {
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for (int x = start.x(); x >= minX; --x) path.add(new ChunkPos(x, startRow));
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for (int x = start.x() + 1; x <= maxX; ++x) path.add(new ChunkPos(x, startRow));
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}
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// 其余行:先向下(+z)再向上(-z),每行方向交替,形成 S 形
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boolean ltr = leftToRight;
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for (int z = startRow + 1; z <= maxZ; ++z) {
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this.appendRow(path, z, minX, maxX, ltr);
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ltr = !ltr;
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}
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for (int z = startRow - 1; z >= minZ; --z) {
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this.appendRow(path, z, minX, maxX, ltr);
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ltr = !ltr;
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}
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} else {
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int startCol = start.x();
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// 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
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boolean topToBottom = start.z() == minZ;
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if (topToBottom) {
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for (int z = start.z(); z <= maxZ; ++z) path.add(new ChunkPos(startCol, z));
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for (int z = start.z() - 1; z >= minZ; --z) path.add(new ChunkPos(startCol, z));
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} else {
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for (int z = start.z(); z >= minZ; --z) path.add(new ChunkPos(startCol, z));
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for (int z = start.z() + 1; z <= maxZ; ++z) path.add(new ChunkPos(startCol, z));
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}
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// 其余列:先向右(+x)再向左(-x),每列方向交替,形成 S 形
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boolean ttb = topToBottom;
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for (int x = startCol + 1; x <= maxX; ++x) {
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this.appendCol(path, x, minZ, maxZ, ttb);
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ttb = !ttb;
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}
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for (int x = startCol - 1; x >= minX; --x) {
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this.appendCol(path, x, minZ, maxZ, ttb);
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ttb = !ttb;
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}
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}
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return path;
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}
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/** 追加一行区块到路径(leftToRight=true 时从左到右,否则从右到左) */
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private void appendRow(List<ChunkPos> path, int row, int minX, int maxX, boolean leftToRight) {
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if (leftToRight) {
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for (int x = minX; x <= maxX; ++x) path.add(new ChunkPos(x, row));
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} else {
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for (int x = maxX; x >= minX; --x) path.add(new ChunkPos(x, row));
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}
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}
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/** 追加一列区块到路径(topToBottom=true 时从上到下,否则从下到上) */
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private void appendCol(List<ChunkPos> path, int col, int minZ, int maxZ, boolean topToBottom) {
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if (topToBottom) {
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for (int z = minZ; z <= maxZ; ++z) path.add(new ChunkPos(col, z));
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} else {
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for (int z = maxZ; z >= minZ; --z) path.add(new ChunkPos(col, z));
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}
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}
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/** 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 */
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private ChunkPos nearestFrontier(Set<ChunkPos> candidates, ChunkPos cursor) {
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return candidates.stream().min(Comparator.comparingInt(cursor::manhattanDistance)).orElse(null);
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@@ -1 +1 @@
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{"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"}]}
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{"schemaVersion":1,"id":"autostore","version":"1.1.1","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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