15 次代码提交
作者 SHA1 备注 提交日期
lyizai 00aa45a551 v1.2.1(重发): 修复刷新误标已占领(缓存击穿+宽限期60s+防误判)、修复GUI/刷新卡顿与内存(视口过滤/后台预计算/零复制校验/内容去重/ChunkPos驻留)、区域扩地重写为严格S形由内而外(起始边离王城最近) 2026-08-19 17:09:20 +08:00
lyizai c55e4eaf8b v1.2.1: 修复飞地检测——按 dynmap even-odd 规则解析领土多边形,内圈孔洞(国中飞地边界)不再被并集填充掩盖 2026-08-19 13:09:42 +08:00
lyizai 448dad6cc7 v1.2.0: README 更新版本号与飞地检测功能说明 2026-08-19 12:36:34 +08:00
lyizai 2b8211b3d0 v1.2.0: 内置地图检测并标记飞地(疏漏区块),自动扩地时优先填补这些缺口;新增 analyze_holes.py 分析工具 2026-08-19 12:36:15 +08:00
lyizai 25d95a5c22 v1.1.9: README 与 Wiki 增加赞助支持板块(赞赏码) 2026-08-19 12:04:43 +08:00
lyizai 385e0d13f1 v1.1.9: UI 运行日志区域改用小字号并自动换行,最新日志置顶显示 2026-08-19 10:45:29 +08:00
lyizai 1e99ff39e0 v1.1.9: 不在开拓时限内时向玩家发送聊天提示,并修复日志被 CANCELED 事件刷屏 2026-08-19 09:25:30 +08:00
lyizai c569065054 v1.1.9: 增加现实时间限制,仅 11:00-22:00 允许开拓 2026-08-19 08:19:03 +08:00
lyizai 3601bcd40e v1.1.9: 寻路超时改为重新寻路/跳过目标而非回城 2026-08-18 20:59:39 +08:00
lyizai e08dbb8104 v1.1.9: 增加运行时接壤校验与寻路失败监听,修复不接壤目标与大山寻路超时;新增日志导出 2026-08-18 20:40:04 +08:00
lyizai 7a45e6f676 v1.1.9: 修复区域扩地接壤判断误把其他邦国领土计入,导致选中与己方不相邻的目标 2026-08-18 20:04:26 +08:00
lyizai d2a52199ae v1.1.8: 刷新地图时核对已占领区块,丢弃地图未确认的超期假占领,修复高地空洞 2026-08-18 18:59:59 +08:00
lyizai 1f817199f7 v1.1.8: 寻路超时自动 /u return 回城自救
寻路超时后发送 /u return 回城,等待 10 秒传送回王城后重新寻路;重试次数耗尽则回城后跳过,避免整个系统因寻路卡死而停止。
2026-08-18 16:11:32 +08:00
lyizai 9ee4b41630 v1.1.8: 回退寻路逻辑至 1.1.3 并修复目标区块错位
回退:移除 1.1.4+ 引入的回城自救/接壤校验等寻路改动(导致玩家原地不动),恢复 1.1.3 的寻路行为。

修复错位:Baritone 自带 GoalXZ 容差为 0,精确到区块中心单格,中心不可达时玩家停在相邻区块造成目标错位与反复寻路。新增 ChunkGoal,完成条件改为「玩家脚下方块落在目标区块内」,与 playerChunk.equals(target) 判定一致。
2026-08-18 14:20:59 +08:00
lyizai 15b4a40b6d v1.1.7: 修复玩家不移动问题(移除寻路前相邻领土校验)
1.1.5 新增的「目标与己方领土接壤校验」在第三方领土地图刷新后,own 集合与规划器判定不一致,导致有效目标被误判跳过,玩家原地不动。已移除运行时的重复邻居验证(规划器已保证目标与己方领土相邻),仅保留「未被其它邦国占领」判断,恢复 1.1.2 及更早版本的行为。

构建:修正 build.gradle 使 baritone 嵌套打包进 META-INF/jars(1.1.6 缺失)。
2026-08-18 13:47:20 +08:00
共修改 16 个文件,包含 930 行新增和 374 行删除
+3
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@@ -2,6 +2,9 @@
.gradle/
build/
# Secrets
.env
# IDE
.idea/
*.iml
+21 -5
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@@ -6,17 +6,25 @@
- 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,寻路优先走地面减少走入矿洞,超时自动 `/u return` 回城自救
- 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
- 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)时立即跳过;寻路超时则重新寻路(不立即回城),重试耗尽才跳过当前目标
- 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)
- 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
- 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
1. 安装 Fabric Loader 0.16.14+ 和 Fabric API
2. 将 `autostore-1.1.6.jar` 放入 `.minecraft/mods/` 目录
2. 将 `autostore-1.2.1.jar` 放入 `.minecraft/mods/` 目录
3. 启动游戏,按 `Ctrl+R` 打开 GUI
## 构建
@@ -26,4 +34,12 @@
./build_mod.sh
```
输出文件:`autostore-1.1.6.jar`
输出文件:`autostore-1.2.1.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 ❤️
![赞助码](docs/sponsor.png)
你的支持是持续开发的动力!
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@@ -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} ===")
+14
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@@ -10,6 +10,11 @@ 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}"
@@ -21,6 +26,9 @@ dependencies {
// 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 {
@@ -30,6 +38,12 @@ processResources {
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 {
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@@ -7,7 +7,7 @@ yarn_mappings=1.21.4+build.8
loader_version=0.19.3
# Mod Properties
mod_version=1.1.6
mod_version=1.2.1
maven_group=autostore
archives_base_name=autostore
@@ -7,13 +7,14 @@ package autostore.client.bridge;
import baritone.api.BaritoneAPI;
import baritone.api.IBaritone;
import baritone.api.Settings;
import baritone.api.pathing.goals.Goal;
import baritone.api.pathing.goals.GoalXZ;
import baritone.api.event.events.PathEvent;
import baritone.api.event.listener.AbstractGameEventListener;
import autostore.client.config.ExpansionConfig;
import autostore.client.territory.ChunkPos;
import java.util.Set;
import java.util.concurrent.ConcurrentHashMap;
import net.fabricmc.api.EnvType;
import net.fabricmc.api.Environment;
import net.minecraft.client.MinecraftClient;
/**
* Baritone API 封装(桥接层)。
@@ -25,6 +26,25 @@ import net.minecraft.client.MinecraftClient;
@Environment(EnvType.CLIENT)
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;
/** 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。
*
@@ -37,16 +57,10 @@ 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;
}
/**
* 让 Baritone 寻路前往指定区块的中心。
* 让 Baritone 寻路前往指定区块(以“到达区块内”为完成条件)。
*
* @param chunk 目标区块
*/
@@ -55,9 +69,11 @@ public final class BaritoneBridge {
if (baritone == null) {
return;
}
// 使用 GoalXZ 前往区块中心:Baritone 的 GoalXZ 自带约 10 格容差,
// 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
baritone.getCustomGoalProcess().setGoalAndPath(new GoalXZ(chunk.centerBlockX(), chunk.centerBlockZ()));
// 使用自定义 ChunkGoal:完成条件为“玩家脚下方块落在目标区块内”,
// 与控制器 playerChunk.equals(target) 的判定一致。避免 Baritone 自带
// GoalXZ(容差 0,精确到区块中心单格)在中心不可达时停在相邻区块,
// 造成目标区块错位与反复寻路。
baritone.getCustomGoalProcess().setGoalAndPath(new ChunkGoal(chunk));
}
/** 强制取消当前寻路任务。 */
@@ -69,18 +85,6 @@ 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();
@@ -94,12 +98,30 @@ public final class BaritoneBridge {
/**
* 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
*/
private IBaritone primary() {
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) {
return null;
}
@@ -0,0 +1,52 @@
/*
* 本文件为 AutoStore 模组自定义的 Baritone 寻路目标。
*/
package autostore.client.bridge;
import autostore.client.territory.ChunkPos;
import baritone.api.pathing.goals.Goal;
/**
* 以“到达目标区块内”为完成条件的寻路目标。
*
* <p>修复“目标区块错位”问题:Baritone 自带的 {@code GoalXZ} 容差为 0,
* 会要求玩家精确站在区块中心的单个方块上(如 {@code x*16+8, z*16+8})。
* 一旦该方块不可达(被树、石头、水、建筑等占据),玩家会被停在区块边缘甚至
* 相邻区块,导致玩家所在区块与目标区块错位、反复寻路。</p>
*
* <p>本目标把完成条件放宽为“玩家脚下方块落在目标区块内”,与控制器中
* {@code playerChunk.equals(target)} 的判定完全一致,从而彻底消除
* 中心点不可达带来的错位。</p>
*/
public final class ChunkGoal implements Goal {
/** 目标区块 X 坐标 */
private final int targetX;
/** 目标区块 Z 坐标 */
private final int targetZ;
/** 目标区块中心的方块 X 坐标(用于启发式距离估算) */
private final int centerX;
/** 目标区块中心的方块 Z 坐标(用于启发式距离估算) */
private final int centerZ;
public ChunkGoal(ChunkPos chunk) {
this.targetX = chunk.x();
this.targetZ = chunk.z();
this.centerX = chunk.centerBlockX();
this.centerZ = chunk.centerBlockZ();
}
/** 判断玩家脚下方块是否落在目标区块内 */
@Override
public boolean isInGoal(int x, int y, int z) {
return Math.floorDiv(x, 16) == this.targetX && Math.floorDiv(z, 16) == this.targetZ;
}
/** 启发式:到目标区块中心的水平欧几里得距离(可采纳,保证寻路效率) */
@Override
public double heuristic(int x, int y, int z) {
double dx = x - this.centerX;
double dz = z - this.centerZ;
return Math.sqrt(dx * dx + dz * dz);
}
}
@@ -1,6 +1,5 @@
/*
* 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。
* AutoStore 客户端命令:注册 /autostore 系列命令。
*/
package autostore.client.command;
@@ -10,11 +9,9 @@ import autostore.client.controller.ExpansionController;
import autostore.client.territory.ChunkPos;
import autostore.client.territory.TerritoryState;
import com.mojang.brigadier.CommandDispatcher;
import com.mojang.brigadier.arguments.ArgumentType;
import com.mojang.brigadier.arguments.IntegerArgumentType;
import com.mojang.brigadier.arguments.StringArgumentType;
import com.mojang.brigadier.builder.LiteralArgumentBuilder;
import com.mojang.brigadier.context.CommandContext;
import net.fabricmc.api.EnvType;
import net.fabricmc.api.Environment;
import net.fabricmc.fabric.api.client.command.v2.ClientCommandManager;
@@ -37,6 +34,7 @@ import net.minecraft.text.Text;
* <li>/autostore state &lt;邦国名&gt; —— 设置目标邦国</li>
* <li>/autostore strategy &lt;1-4&gt; —— 设置扩地策略</li>
* <li>/autostore rings &lt;层数&gt; —— 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>
*/
public final class AutoStoreCommands {
@@ -45,50 +43,108 @@ public final class AutoStoreCommands {
/** 注册全部 /autostore 子命令到命令分发器 */
public static void register(CommandDispatcher<FabricClientCommandSource> dispatcher, AutoStoreModClient mod) {
dispatcher.register((((((((((ClientCommandManager.literal((String)"autostore").then(ClientCommandManager.literal((String)"gui").executes(ctx -> {
(ctx.getSource()).sendFeedback(Text.literal((String)"\u5df2\u6253\u5f00 AutoStore GUI"));
LiteralArgumentBuilder<FabricClientCommandSource> root = ClientCommandManager.literal("autostore");
// 打开 GUI
root.then(ClientCommandManager.literal("gui").executes(ctx -> {
ctx.getSource().sendFeedback(Text.literal("已打开 AutoStore GUI"));
mod.openGui();
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();
(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;
}))).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();
(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;
}))).then(ClientCommandManager.literal((String)"auto").executes(ctx -> {
TerritoryState state = mod.dataService().model().findContainingState(AutoStoreCommands.playerChunk(ctx.getSource()));
}));
// 自动识别邦国
root.then(ClientCommandManager.literal("auto").executes(ctx -> {
TerritoryState state = mod.dataService().model().findContainingState(playerChunk(ctx.getSource()));
if (state == null) {
(ctx.getSource()).sendError(Text.literal((String)"\u65e0\u6cd5\u8bc6\u522b\u5f53\u524d\u90a6\u56fd"));
ctx.getSource().sendError(Text.literal("无法识别当前邦国"));
} else {
mod.config().stateName = state.name();
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;
}))).then(ClientCommandManager.literal((String)"state").then(ClientCommandManager.argument((String)"name", StringArgumentType.greedyString()).executes(ctx -> {
String name;
mod.config().stateName = name = StringArgumentType.getString(ctx, (String)"name");
}));
// 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();
(ctx.getSource()).sendFeedback(Text.literal(("\u5df2\u8bbe\u7f6e\u90a6\u56fd\uff1a" + name)));
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");
mod.saveConfig();
(ctx.getSource()).sendFeedback(Text.literal(("\u5df2\u8bbe\u7f6e\u6269\u5f20\u7b56\u7565\uff1a" + strategy)));
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"));
ctx.getSource().sendFeedback(Text.literal("已设置邦国:" + name));
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 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 */
@@ -100,15 +156,20 @@ public final class AutoStoreCommands {
mod.config().strategy = strategy;
mod.saveConfig();
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;
}
/** /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) {
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);
source.sendFeedback(Text.literal((String)text));
String text = "状态:" + controller.status()
+ " | 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;
}
@@ -118,4 +179,3 @@ public final class AutoStoreCommands {
return ChunkPos.fromBlock(pos.getX(), pos.getZ());
}
}
@@ -12,6 +12,13 @@ import autostore.client.territory.ChunkPos;
import autostore.client.territory.TerritoryDataService;
import autostore.client.territory.TerritoryModel;
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.ArrayList;
import java.util.Deque;
@@ -20,7 +27,7 @@ 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.fabricmc.loader.api.FabricLoader;
import net.minecraft.util.Hand;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.entity.player.PlayerInventory;
@@ -28,6 +35,7 @@ import net.minecraft.item.ItemStack;
import net.minecraft.util.math.BlockPos;
import net.minecraft.client.MinecraftClient;
import net.minecraft.component.DataComponentTypes;
import net.minecraft.text.Text;
@Environment(value=EnvType.CLIENT)
/**
@@ -38,9 +46,15 @@ import net.minecraft.component.DataComponentTypes;
* 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。
*/
public final class ExpansionController
implements SubtitleChatMonitor.Listener {
/** 日志环形缓冲区的最大条数 */
private static final int MAX_LOGS = 80;
implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener {
/** 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 = 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;
/** Baritone 寻路桥接(负责自动移动) */
private final BaritoneBridge baritoneBridge = new BaritoneBridge();
/** 扩地规划器(决定下一个目标区块) */
@@ -77,11 +91,13 @@ 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;
/** 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;
public ExpansionController(TerritoryDataService 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() {
@@ -124,6 +140,17 @@ implements SubtitleChatMonitor.Listener {
return this.state != State.IDLE && this.state != State.COMPLETE && this.state != State.STOPPED;
}
/**
* 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。
*
@@ -144,6 +171,15 @@ implements SubtitleChatMonitor.Listener {
this.status = "Baritone \u5c1a\u672a\u521d\u59cb\u5316\uff0c\u8bf7\u7a0d\u540e\u518d\u8bd5";
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)
if (!ExpansionController.isWithinClaimTime()) {
this.status = "\u4e0d\u5728\u5f00\u62d3\u65f6\u9650\u5185\uff0811:00-22:00\uff09\uff0c\u65e0\u6cd5\u5f00\u62d3";
this.setState(State.IDLE, this.status);
this.log("\u542f\u52a8\u5931\u8d25\uff1a\u4e0d\u5728\u5f00\u62d3\u65f6\u9650\u5185\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\u9650\u5185\uff0811:00-22:00\uff09\uff0c\u65e0\u6cd5\u5f00\u62d3"), false);
return false;
}
this.config = requestedConfig.copy();
this.model = this.dataService.model();
this.playerChunk = this.playerChunk(client);
@@ -204,6 +240,14 @@ implements SubtitleChatMonitor.Listener {
return;
}
this.playerChunk = this.playerChunk(client);
// 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)) {
return;
}
@@ -233,10 +277,6 @@ implements SubtitleChatMonitor.Listener {
this.tickNext();
break;
}
case 9: {
this.tickReturning();
break;
}
}
}
@@ -275,50 +315,58 @@ 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);
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;
* 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(而非回城),超过重试次数则跳过该目标。
*/
private void tickPathing() {
if (this.target == null) {
this.setState(State.NEXT, "\u76ee\u6807\u4e3a\u7a7a");
return;
}
// 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()) {
// 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")) {
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):立即跳过,不再傻等超时
if (this.pathCalcFailed) {
this.pathCalcFailed = false;
this.log("\u5bfb\u8def\u5931\u8d25\uff08\u76ee\u6807\u4e0d\u53ef\u8fbe\uff09\uff0c\u8df3\u8fc7 " + this.target.x() + "," + this.target.z());
this.setState(State.FAIL, "\u5bfb\u8def\u5931\u8d25");
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)) {
this.baritoneBridge.cancel();
this.stageStartedMillis = System.currentTimeMillis();
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;
}
long elapsedSeconds = (System.currentTimeMillis() - this.stageStartedMillis) / 1000L;
if (elapsedSeconds >= this.config.waitTimeoutSeconds) {
++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();
if (this.retryCount >= this.config.retries) {
// 重试耗尽:跳过当前目标(不再回城),交给下一个目标
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());
// 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");
}
}
}
@@ -329,8 +377,12 @@ implements SubtitleChatMonitor.Listener {
this.setState(State.NEXT, "\u76ee\u6807\u4e3a\u7a7a");
return;
}
// 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()) {
// 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")) {
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
@@ -355,9 +407,8 @@ 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()) {
// 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")) {
return;
}
this.baritoneBridge.cancel();
@@ -367,128 +418,60 @@ implements SubtitleChatMonitor.Listener {
}
/**
* 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。
* 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。
*/
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");
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");
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。
* 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 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();
// Fallback:如果当前刷新后的模型找不到己方邦国,使用启动/规划时缓存的模型
// 启动检查成功说明邦国一定存在,fallback 解决竞态/刷新导致的 self 暂时性 null,避免所有目标被跳过
if (self == null && this.model != null) {
self = this.model.selfState();
}
if (self != null) {
own.addAll(self.chunks());
}
// 己方领土数据暂时不可用时保守视为有效,避免所有目标被误跳过导致玩家原地不动;
// 规划器生成目标时己方领土必然非空,此处 own 为空仅可能是刷新竞态,放行让寻路继续
if (own.isEmpty()) {
this.log("警告:己方领土数据暂时为空,保守放行目标 " + this.target.x() + "," + this.target.z());
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 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。
* 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 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");
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);
}
/**
* 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");
}
/** 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 */
@@ -551,6 +534,29 @@ implements SubtitleChatMonitor.Listener {
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%) */
@Override
public void onProgress(int percent) {
@@ -582,6 +588,9 @@ implements SubtitleChatMonitor.Listener {
}
this.model.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.target = chunk;
this.lastProgress = 100;
@@ -598,12 +607,20 @@ implements SubtitleChatMonitor.Listener {
if (this.target == null) {
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
if (!this.claimedSet.add(this.target)) {
return;
}
this.model.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.lastProgress = 100;
this.log("\u5360\u9886\u6210\u529f " + this.target.x() + "," + this.target.z());
@@ -621,11 +638,6 @@ implements SubtitleChatMonitor.Listener {
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) {
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));
}
/**
* 自动游泳逻辑(每帧调用):
* 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。
@@ -725,13 +737,42 @@ implements SubtitleChatMonitor.Listener {
private void log(String message) {
Deque<String> deque = this.logs;
synchronized (deque) {
this.logs.addLast(System.currentTimeMillis() + " " + message);
while (this.logs.size() > 80) {
this.logs.addLast("[" + LocalTime.now().format(LOG_TIME_FORMAT) + "] " + message);
while (this.logs.size() > MAX_LOGS) {
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:
* <ul>
@@ -756,8 +797,7 @@ implements SubtitleChatMonitor.Listener {
FAIL,
NEXT,
COMPLETE,
STOPPED,
RETURNING;
STOPPED;
}
}
@@ -14,6 +14,7 @@ import autostore.client.territory.ChunkPos;
import autostore.client.territory.TerritoryModel;
import autostore.client.territory.TerritoryState;
import java.util.List;
import java.util.Set;
import java.util.function.Consumer;
import net.fabricmc.api.EnvType;
import net.fabricmc.api.Environment;
@@ -28,6 +29,7 @@ import net.minecraft.client.gui.widget.ButtonWidget;
import net.minecraft.client.gui.widget.CheckboxWidget;
import net.minecraft.client.gui.screen.Screen;
import net.minecraft.text.StringVisitable;
import net.minecraft.text.OrderedText;
@Environment(value=EnvType.CLIENT)
/**
@@ -106,6 +108,8 @@ extends Screen {
// 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 stopButton = ButtonWidget.builder(Text.literal((String)"\u505c\u6b62"), button -> this.controller.stop()).dimensions(topX + 160, 34, 74, 30).build();
this.addDrawableChild(startButton);
@@ -174,6 +178,18 @@ extends Screen {
}
}
/** 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) */
private TextFieldWidget numberField(int value, int x, int y, int width) {
TextFieldWidget field = new TextFieldWidget(this.textRenderer, x, y, width, 20, Text.literal((String)""));
@@ -332,14 +348,27 @@ extends Screen {
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) {
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()) {
boolean self = state.equals(model.selfState());
int color = state.color();
int fill = this.withAlpha(color, self ? 155 : 92);
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);
}
if (!this.isVisible(state.capital())) continue;
@@ -348,6 +377,11 @@ extends Screen {
for (ChunkPos chunk : model.sessionClaims()) {
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) */
@@ -456,13 +490,26 @@ extends Screen {
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
// 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();
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);
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;
@@ -40,17 +40,47 @@ public final class ExpansionPlanner {
* @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) {
List<ChunkPos> result;
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 == 2 && config.regionMaxX >= config.regionMinX) {
result = this.generateRectangle(model, config, playerChunk);
} else {
result = this.generateLine(model, config, playerChunk);
}
if (config.strategy == 4) {
return this.generatePerimeter(model, config, playerChunk);
return this.prefixFlyingChunks(model, config, playerChunk, result);
}
// 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;
}
/**
@@ -190,13 +220,18 @@ public final class ExpansionPlanner {
}
/**
* 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。
* 策略 2 矩形区域扩地:严格 S 形(蛇形)扫描,由内而外推进。
*
* <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。
* <p>扫描规则(v1.2.1 重写):
* <ul>
* <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) {
Set<ChunkPos> actualOwn = this.ownChunks(model);
@@ -209,136 +244,84 @@ public final class ExpansionPlanner {
int minZ = config.regionMinZ;
int maxZ = config.regionMaxZ;
int limit = config.targetCount > 0 ? config.targetCount : Integer.MAX_VALUE;
// 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) {
borderChunks.add(chunk);
}
}
}
if (borderChunks.isEmpty()) {
return List.of();
}
// 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
ChunkPos capital = this.capital(model, playerChunk);
// ===== 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 =====
// 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)
int dxEdge = Math.max(0, Math.max(minX - capital.x(), capital.x() - maxX));
int dzEdge = Math.max(0, Math.max(minZ - capital.z(), capital.z() - maxZ));
long distNorth = (long)dxEdge * dxEdge + (long)(minZ - capital.z()) * (minZ - capital.z());
long distSouth = (long)dxEdge * dxEdge + (long)(maxZ - capital.z()) * (maxZ - capital.z());
long distWest = (long)(minX - capital.x()) * (minX - capital.x()) + (long)dzEdge * dzEdge;
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);
// ===== 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。
// 注意:绝不能把其他邦国领土(allClaimed)混入接壤判断集合,
// 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);
claimed.addAll(allClaimed);
ArrayList<ChunkPos> result = new ArrayList<ChunkPos>();
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);
claimed.add(chunk);
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) {
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) {
this.tryClaimRect(result, claimed, allClaimed, col, z, limit);
}
} else {
for (int z = maxZ; z >= minZ; --z) {
this.tryClaimRect(result, claimed, allClaimed, col, z, limit);
}
}
ttb = !ttb;
if (result.size() >= limit) {
return result;
}
}
}
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。
* 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 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;
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;
}
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));
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 */
@@ -478,7 +461,13 @@ public final class ExpansionPlanner {
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) {
int count = 0;
for (ChunkPos neighbor : this.cardinalNeighbors(chunk)) {
@@ -24,6 +24,7 @@ import java.util.HashSet;
import java.util.List;
import java.util.Map;
import java.util.Set;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.Executors;
import java.util.concurrent.ScheduledExecutorService;
import java.util.concurrent.TimeUnit;
@@ -65,6 +66,28 @@ public final class TerritoryDataService {
private volatile long lastSuccessfulFetchMillis;
/** 最近一次尝试拉取的时间戳(毫秒) */
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;
public TerritoryDataService() {
this.executor = TerritoryDataService.newExecutor();
@@ -111,27 +134,63 @@ public final class TerritoryDataService {
/**
* 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,
* 避免刷新覆盖掉本次会话的占领记录。
* 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,
* 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() {
this.executor.execute(() -> {
this.lastAttemptMillis = System.currentTimeMillis();
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));
if (response.statusCode() < 200 || response.statusCode() >= 300) {
this.lastError = "HTTP " + response.statusCode();
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):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。
if (body.length() == this.lastBodyLength && body.hashCode() == this.lastBodyHash) {
this.lastSuccessfulFetchMillis = System.currentTimeMillis();
this.lastError = "";
return;
}
this.lastBodyHash = body.hashCode();
this.lastBodyLength = body.length();
TerritoryModel parsed = TerritoryDataService.parse(response.body());
TerritoryModel previous = this.model;
if (previous != null) {
long now = System.currentTimeMillis();
// 本次拉取到的己方领土区块(地图数据即最终依据,无需缓存旧数据)
Set<ChunkPos> freshOwn = new HashSet<>();
TerritoryState freshSelf = parsed.state(this.selectedStateName);
if (freshSelf != null) {
freshOwn.addAll(freshSelf.chunks());
}
for (ChunkPos sessionClaim : previous.sessionClaims()) {
Long claimTime = this.sessionClaimTimes.get(sessionClaim);
boolean confirmed = freshOwn.contains(sessionClaim);
boolean withinGrace = claimTime != null && now - claimTime < CLAIM_CONFIRM_GRACE_MS;
if (confirmed || withinGrace) {
// 地图已确认,或尚在宽限期(Dynmap 可能还没同步):保留会话占领标记
parsed.addSessionClaim(sessionClaim);
} else if (claimTime != null) {
// 地图始终未确认且超时: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);
// 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.lastSuccessfulFetchMillis = System.currentTimeMillis();
this.lastError = "";
@@ -163,6 +222,7 @@ public final class TerritoryDataService {
}
public void addSessionClaim(ChunkPos chunk) {
this.sessionClaimTimes.put(chunk, System.currentTimeMillis());
TerritoryModel current = this.model;
if (current != null) {
current.addSessionClaim(chunk);
@@ -240,9 +300,9 @@ public final class TerritoryDataService {
return;
}
Set chunks = claims.computeIfAbsent(name, ignored -> new HashSet());
for (List<int[]> polygon : TerritoryDataService.extractPolygons(marker.get("points"))) {
TerritoryDataService.fillPolygon(chunks, polygon);
}
// 一个 marker 的多个多边形遵循 dynmap 的 even-odd 填充规则:
// 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")));
}
@@ -308,33 +368,57 @@ public final class TerritoryDataService {
}
/**
* 将多边形覆盖的区块填充进集合:
* 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。
* 面积超过 600 万区块时直接放弃,防止异常数据导致卡死。
* 将多边形组覆盖的区块按 even-odd 规则填充进集合。
*
* <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;
* 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) {
int area;
private static void fillPolygonEvenOdd(Set<ChunkPos> output, List<List<int[]>> polygons) {
if (polygons.isEmpty()) {
return;
}
int minX = Integer.MAX_VALUE;
int maxX = Integer.MIN_VALUE;
int minZ = Integer.MAX_VALUE;
int maxZ = Integer.MIN_VALUE;
for (List<int[]> polygon : polygons) {
for (int[] point : polygon) {
minX = Math.min(minX, Math.floorDiv(point[0], 16));
maxX = Math.max(maxX, Math.floorDiv(point[0], 16));
minZ = Math.min(minZ, 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;
}
for (int cx = minX; cx <= maxX; ++cx) {
for (int cz = minZ; cz <= maxZ; ++cz) {
if (!TerritoryDataService.pointInPolygon(cx * 16 + 8, cz * 16 + 8, polygon)) continue;
output.add(new ChunkPos(cx, cz));
// 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
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) */
@@ -35,6 +35,18 @@ public final class TerritoryModel {
private final Set<ChunkPos> sessionClaims;
/** 当前选中的己方邦国名称 */
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) {
this.states = new HashMap<String, TerritoryState>(states);
@@ -94,6 +106,95 @@ public final class TerritoryModel {
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:
* 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) {
this.sessionClaims.add(chunk);
this.allClaimed.add(chunk);
this.cachedFlyingChunks = null;
this.cachedAllFlyingChunks = null;
TerritoryState self = this.states.get(this.selfStateName);
if (self != null) {
HashSet<ChunkPos> updated = new HashSet<ChunkPos>(self.chunks());
+1 -1
查看文件
@@ -1 +1 @@
{"schemaVersion":1,"id":"autostore","version":"1.1.6","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":"1.2.1","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"}]}