比较提交
| 作者 | SHA1 | 提交日期 | |
|---|---|---|---|
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2309f01291 | ||
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3cddee2abb | ||
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28fe848fb6 | ||
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340fb2ddf1 | ||
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fc14e51894 | ||
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00aa45a551 | ||
|
|
c55e4eaf8b |
@@ -15,13 +15,16 @@
|
|||||||
- 实时地图 GUI(通过 Ctrl+R 打开)
|
- 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
|
- 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
|
||||||
- 飞地(疏漏区块)检测:自动扫描每个邦国内外接矩形内"四周被同邦国占领但自身未占领"的区块,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
|
- 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
|
- 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
|
## 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-1.2.0.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
|
3. 启动游戏,按 `Ctrl+R` 打开 GUI
|
||||||
|
|
||||||
## 构建
|
## 构建
|
||||||
@@ -31,7 +34,7 @@
|
|||||||
./build_mod.sh
|
./build_mod.sh
|
||||||
```
|
```
|
||||||
|
|
||||||
输出文件:`autostore-1.2.0.jar`
|
输出文件:`autostore-1.2.1.jar`
|
||||||
|
|
||||||
## 赞助支持
|
## 赞助支持
|
||||||
|
|
||||||
|
|||||||
+1
-1
@@ -7,7 +7,7 @@ yarn_mappings=1.21.4+build.8
|
|||||||
loader_version=0.19.3
|
loader_version=0.19.3
|
||||||
|
|
||||||
# Mod Properties
|
# Mod Properties
|
||||||
mod_version=1.2.0
|
mod_version=1.2.2
|
||||||
maven_group=autostore
|
maven_group=autostore
|
||||||
archives_base_name=autostore
|
archives_base_name=autostore
|
||||||
|
|
||||||
|
|||||||
@@ -11,6 +11,7 @@ import baritone.api.event.events.PathEvent;
|
|||||||
import baritone.api.event.listener.AbstractGameEventListener;
|
import baritone.api.event.listener.AbstractGameEventListener;
|
||||||
import autostore.client.config.ExpansionConfig;
|
import autostore.client.config.ExpansionConfig;
|
||||||
import autostore.client.territory.ChunkPos;
|
import autostore.client.territory.ChunkPos;
|
||||||
|
import baritone.api.pathing.goals.GoalXZ;
|
||||||
import java.util.Set;
|
import java.util.Set;
|
||||||
import java.util.concurrent.ConcurrentHashMap;
|
import java.util.concurrent.ConcurrentHashMap;
|
||||||
import net.fabricmc.api.EnvType;
|
import net.fabricmc.api.EnvType;
|
||||||
@@ -55,12 +56,27 @@ public final class BaritoneBridge {
|
|||||||
settings.allowSprint.value = config.allowSprint;
|
settings.allowSprint.value = config.allowSprint;
|
||||||
settings.allowBreak.value = config.allowBreak;
|
settings.allowBreak.value = config.allowBreak;
|
||||||
settings.allowPlace.value = config.allowPlace;
|
settings.allowPlace.value = config.allowPlace;
|
||||||
settings.allowParkour.value = config.allowJump;
|
// 跳跃(跑酷)前进:开启放置时也允许跳跃搭路,避免过河/过缝时必须纯步行
|
||||||
|
settings.allowParkour.value = config.allowJump || config.allowPlace;
|
||||||
|
// 关键修复:开启放置时,配套允许“跑酷搭路放方块”。
|
||||||
|
// 若仅开 allowPlace 而不给 allowParkourPlace,Baritone 在边缘会把
|
||||||
|
// “下蹲放方块”与“跳跃过去”两条腿计划打架:想放又判定不该放,
|
||||||
|
// 于是原地反复下蹲+跳跃却始终放不出方块(用户观察到的“原地抽搐”)。
|
||||||
|
settings.allowParkourPlace.value = config.allowPlace;
|
||||||
|
// 降低放方块的路径代价:Baritone 默认对搭路惩罚较高,会倾向犹豫/绕行;
|
||||||
|
// 归零后它更愿意稳定搭路,而不是在缺口边反复空跳。
|
||||||
|
settings.blockPlacementPenalty.value = 0.0;
|
||||||
settings.avoidance.value = config.avoidMobs;
|
settings.avoidance.value = config.avoidMobs;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 让 Baritone 寻路前往指定区块(以“到达区块内”为完成条件)。
|
* 让 Baritone 寻路前往指定区块中心。
|
||||||
|
*
|
||||||
|
* <p>使用 Baritone <b>原生</b>{@link GoalXZ}(目标区块中心单格):原生 GoalXZ 对
|
||||||
|
* 可达地形几乎不会误判“目标不可达”,是最好的默认选择。早期用自定义
|
||||||
|
* {@code ChunkGoal}(曾加入高度硬约束)疑似是“平原上一按 W 就能走、Baritone 却秒
|
||||||
|
* CALC_FAILED”的根因——自定义 Goal 在某些站位/边界下会把可达目标判成不可达。
|
||||||
|
* 到达判定仍由控制器 {@code playerChunk.equals(target)} 保证,与 Goal 自身容差无关。</p>
|
||||||
*
|
*
|
||||||
* @param chunk 目标区块
|
* @param chunk 目标区块
|
||||||
*/
|
*/
|
||||||
@@ -69,11 +85,7 @@ public final class BaritoneBridge {
|
|||||||
if (baritone == null) {
|
if (baritone == null) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
// 使用自定义 ChunkGoal:完成条件为“玩家脚下方块落在目标区块内”,
|
baritone.getCustomGoalProcess().setGoalAndPath(new GoalXZ(chunk.centerBlockX(), chunk.centerBlockZ()));
|
||||||
// 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。 */
|
/** 强制取消当前寻路任务。 */
|
||||||
|
|||||||
@@ -1,52 +0,0 @@
|
|||||||
/*
|
|
||||||
* 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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -336,11 +336,20 @@ implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener {
|
|||||||
if (this.skipIfTargetClaimed("\u76ee\u6807\u5df2\u88ab\u5360\u9886")) {
|
if (this.skipIfTargetClaimed("\u76ee\u6807\u5df2\u88ab\u5360\u9886")) {
|
||||||
return;
|
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
|
// 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)。
|
||||||
|
// 不立即跳过:CALC_FAILED 常因瞬时能力限制或起点卡位误报,先重新寻路一次
|
||||||
|
//(相当于“往边上走两步再算一遍”),重试耗尽才跳过当前目标。
|
||||||
if (this.pathCalcFailed) {
|
if (this.pathCalcFailed) {
|
||||||
this.pathCalcFailed = false;
|
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.retryCount;
|
||||||
this.setState(State.FAIL, "\u5bfb\u8def\u5931\u8d25");
|
if (this.retryCount >= this.config.retries) {
|
||||||
|
this.log("\u5bfb\u8def\u5931\u8d25\uff08\u76ee\u6807\u4e0d\u53ef\u8fbe\uff09\uff0c\u91cd\u8bd5\u8017\u5c3d\uff0c\u8df3\u8fc7 " + this.target.x() + "," + this.target.z());
|
||||||
|
this.setState(State.FAIL, "\u5bfb\u8def\u5931\u8d25");
|
||||||
|
} else {
|
||||||
|
this.log("\u5bfb\u8def\u5931\u8d25\uff08\u76ee\u6807\u4e0d\u53ef\u8fbe\uff09\uff0c\u91cd\u65b0\u5bfb\u8def " + this.retryCount + "/" + this.config.retries);
|
||||||
|
this.dataService.refreshAsync();
|
||||||
|
this.retrySameTarget("\u5bfb\u8def\u5931\u8d25\uff0c\u91cd\u65b0\u5bfb\u8def");
|
||||||
|
}
|
||||||
return;
|
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
|
// 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
|
||||||
@@ -451,22 +460,27 @@ implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener {
|
|||||||
/**
|
/**
|
||||||
* 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。
|
* 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。</p>
|
* <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 boolean isAdjacentToOwn(ChunkPos chunk) {
|
private boolean isAdjacentToOwn(ChunkPos chunk) {
|
||||||
TerritoryModel model = this.dataService.model();
|
TerritoryModel model = this.dataService.model();
|
||||||
Set<ChunkPos> own = new HashSet<ChunkPos>();
|
|
||||||
TerritoryState self = model.selfState();
|
TerritoryState self = model.selfState();
|
||||||
if (self != null) {
|
Set<ChunkPos> ownChunks = self == null ? null : self.chunks();
|
||||||
own.addAll(self.chunks());
|
Set<ChunkPos> sessionClaims = model.sessionClaims();
|
||||||
}
|
int x = chunk.x();
|
||||||
own.addAll(model.sessionClaims());
|
int z = chunk.z();
|
||||||
for (ChunkPos neighbor : this.cardinalNeighbors(chunk)) {
|
return this.isOwnAt(ownChunks, sessionClaims, x + 1, z)
|
||||||
if (own.contains(neighbor)) {
|
|| this.isOwnAt(ownChunks, sessionClaims, x - 1, z)
|
||||||
return true;
|
|| this.isOwnAt(ownChunks, sessionClaims, x, z + 1)
|
||||||
}
|
|| this.isOwnAt(ownChunks, sessionClaims, x, z - 1);
|
||||||
}
|
}
|
||||||
return false;
|
|
||||||
|
/** 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 */
|
/** 成功后的过渡:进入 NEXT 状态,准备处理下一个目标 */
|
||||||
@@ -583,6 +597,9 @@ implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener {
|
|||||||
}
|
}
|
||||||
this.model.addSessionClaim(chunk);
|
this.model.addSessionClaim(chunk);
|
||||||
this.dataService.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.completedClaims;
|
||||||
this.target = chunk;
|
this.target = chunk;
|
||||||
this.lastProgress = 100;
|
this.lastProgress = 100;
|
||||||
@@ -599,12 +616,20 @@ implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener {
|
|||||||
if (this.target == null) {
|
if (this.target == null) {
|
||||||
return;
|
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
|
// 去重:同一区块只计一次
|
||||||
if (!this.claimedSet.add(this.target)) {
|
if (!this.claimedSet.add(this.target)) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
this.model.addSessionClaim(this.target);
|
this.model.addSessionClaim(this.target);
|
||||||
this.dataService.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.completedClaims;
|
||||||
this.lastProgress = 100;
|
this.lastProgress = 100;
|
||||||
this.log("\u5360\u9886\u6210\u529f " + this.target.x() + "," + this.target.z());
|
this.log("\u5360\u9886\u6210\u529f " + this.target.x() + "," + this.target.z());
|
||||||
@@ -622,11 +647,6 @@ implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener {
|
|||||||
return this.dataService.model().allClaimedChunks().contains(chunk);
|
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):
|
* 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。
|
* 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。
|
||||||
|
|||||||
@@ -351,11 +351,24 @@ extends Screen {
|
|||||||
/** 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) */
|
/** 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) {
|
private void drawTerritories(DrawContext context) {
|
||||||
TerritoryModel model = this.mod.dataService().model();
|
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()) {
|
for (TerritoryState state : model.states()) {
|
||||||
boolean self = state.equals(model.selfState());
|
boolean self = state.equals(model.selfState());
|
||||||
int color = state.color();
|
int color = state.color();
|
||||||
int fill = this.withAlpha(color, self ? 155 : 92);
|
int fill = this.withAlpha(color, self ? 155 : 92);
|
||||||
for (ChunkPos chunk : state.chunks()) {
|
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);
|
this.drawChunkFill(context, chunk, fill);
|
||||||
}
|
}
|
||||||
if (!this.isVisible(state.capital())) continue;
|
if (!this.isVisible(state.capital())) continue;
|
||||||
|
|||||||
@@ -220,13 +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,
|
* 策略 2 矩形区域扩地:严格 S 形(蛇形)扫描,由内而外推进。
|
||||||
* 横向或纵向 S 形扫过整个矩形。
|
|
||||||
*
|
*
|
||||||
* <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,
|
* <p>扫描规则(v1.2.1 重写):
|
||||||
* 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,
|
* <ul>
|
||||||
* 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,
|
* <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),
|
||||||
* 矩形内已占领的区块自动跳过、不重复占领。
|
* 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) {
|
private List<ChunkPos> generateRectangle(TerritoryModel model, ExpansionConfig config, ChunkPos playerChunk) {
|
||||||
Set<ChunkPos> actualOwn = this.ownChunks(model);
|
Set<ChunkPos> actualOwn = this.ownChunks(model);
|
||||||
@@ -239,139 +244,84 @@ 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;
|
||||||
// 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)
|
ChunkPos capital = this.capital(model, playerChunk);
|
||||||
ArrayList<ChunkPos> borderChunks = new ArrayList<ChunkPos>();
|
// ===== 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 =====
|
||||||
for (int x = minX; x <= maxX; ++x) {
|
// 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)
|
||||||
for (int z = minZ; z <= maxZ; ++z) {
|
int dxEdge = Math.max(0, Math.max(minX - capital.x(), capital.x() - maxX));
|
||||||
ChunkPos chunk = new ChunkPos(x, z);
|
int dzEdge = Math.max(0, Math.max(minZ - capital.z(), capital.z() - maxZ));
|
||||||
if (allClaimed.contains(chunk)) continue;
|
long distNorth = (long)dxEdge * dxEdge + (long)(minZ - capital.z()) * (minZ - capital.z());
|
||||||
if (this.ownNeighbors(chunk, actualOwn) > 0) {
|
long distSouth = (long)dxEdge * dxEdge + (long)(maxZ - capital.z()) * (maxZ - capital.z());
|
||||||
borderChunks.add(chunk);
|
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);
|
||||||
if (borderChunks.isEmpty()) {
|
// ===== 2. 生成 S 形扫描序列并按接壤过滤 =====
|
||||||
return List.of();
|
// 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,
|
||||||
// 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
|
// 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)。
|
||||||
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);
|
|
||||||
// 己方领土集合(含本次规划已纳入的区块)。
|
|
||||||
// 注意:这里绝不能把其他邦国的领土(allClaimed)混入接壤判断集合,
|
|
||||||
// 否则会选中一个“挨着其他邦国、但与己方领土不相邻”的区块,
|
|
||||||
// 服务器会因不接壤而拒绝开拓,导致玩家反复走到无效目标(历史 bug)。
|
|
||||||
HashSet<ChunkPos> claimed = new HashSet<ChunkPos>(actualOwn);
|
HashSet<ChunkPos> claimed = new HashSet<ChunkPos>(actualOwn);
|
||||||
ArrayList<ChunkPos> result = new ArrayList<ChunkPos>();
|
ArrayList<ChunkPos> result = new ArrayList<ChunkPos>();
|
||||||
for (ChunkPos chunk : sPath) {
|
if (rowScan) {
|
||||||
if (result.size() >= limit) break;
|
// 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
|
||||||
// 已被任何邦国(含己方)占领,或本次规划已纳入:跳过,避免重复/跨邦国开拓
|
int startRow = distNorth <= distSouth ? minZ : maxZ;
|
||||||
if (allClaimed.contains(chunk) || claimed.contains(chunk)) continue;
|
int rowStep = startRow == minZ ? 1 : -1;
|
||||||
// 必须与“己方”领土接壤(含本次已纳入的区块),保证服务器能成功开拓
|
boolean ltr = Math.abs(capital.x() - minX) <= Math.abs(capital.x() - maxX);
|
||||||
if (this.ownNeighbors(chunk, claimed) == 0) continue;
|
for (int row = startRow; row >= minZ && row <= maxZ; row += rowStep) {
|
||||||
result.add(chunk);
|
if (ltr) {
|
||||||
claimed.add(chunk);
|
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;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 从接壤候选区块中选择 S 形扫描的起点:
|
* 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,
|
||||||
* 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。
|
* 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) {
|
private void tryClaimRect(List<ChunkPos> result, Set<ChunkPos> claimed, Set<ChunkPos> allClaimed, int x, int z, int limit) {
|
||||||
ChunkPos[] corners = new ChunkPos[]{new ChunkPos(minX, minZ), new ChunkPos(maxX, minZ), new ChunkPos(minX, maxZ), new ChunkPos(maxX, maxZ)};
|
if (result.size() >= limit) {
|
||||||
for (ChunkPos corner : corners) {
|
return;
|
||||||
if (borderChunks.contains(corner)) {
|
|
||||||
return corner;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
ChunkPos best = null;
|
ChunkPos chunk = new ChunkPos(x, z);
|
||||||
int bestDist = Integer.MAX_VALUE;
|
if (allClaimed.contains(chunk) || claimed.contains(chunk)) {
|
||||||
for (ChunkPos chunk : borderChunks) {
|
return;
|
||||||
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;
|
if (this.ownNeighbors(chunk, claimed) == 0) {
|
||||||
}
|
return;
|
||||||
|
|
||||||
/**
|
|
||||||
* 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));
|
|
||||||
}
|
}
|
||||||
|
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 */
|
/** 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 */
|
||||||
|
|||||||
@@ -74,8 +74,20 @@ public final class TerritoryDataService {
|
|||||||
* <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,
|
* <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。
|
* 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。
|
* 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 = 120_000L;
|
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() {
|
public TerritoryDataService() {
|
||||||
this.executor = TerritoryDataService.newExecutor();
|
this.executor = TerritoryDataService.newExecutor();
|
||||||
@@ -129,12 +141,28 @@ public final class TerritoryDataService {
|
|||||||
this.executor.execute(() -> {
|
this.executor.execute(() -> {
|
||||||
this.lastAttemptMillis = System.currentTimeMillis();
|
this.lastAttemptMillis = System.currentTimeMillis();
|
||||||
try {
|
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));
|
HttpResponse<String> response = this.httpClient.send(request, HttpResponse.BodyHandlers.ofString(StandardCharsets.UTF_8));
|
||||||
if (response.statusCode() < 200 || response.statusCode() >= 300) {
|
if (response.statusCode() < 200 || response.statusCode() >= 300) {
|
||||||
this.lastError = "HTTP " + response.statusCode();
|
this.lastError = "HTTP " + response.statusCode();
|
||||||
return;
|
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 parsed = TerritoryDataService.parse(response.body());
|
||||||
TerritoryModel previous = this.model;
|
TerritoryModel previous = this.model;
|
||||||
if (previous != null) {
|
if (previous != null) {
|
||||||
@@ -160,6 +188,9 @@ public final class TerritoryDataService {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
parsed.setSelfStateName(this.selectedStateName);
|
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.model = parsed;
|
||||||
this.lastSuccessfulFetchMillis = System.currentTimeMillis();
|
this.lastSuccessfulFetchMillis = System.currentTimeMillis();
|
||||||
this.lastError = "";
|
this.lastError = "";
|
||||||
@@ -269,9 +300,9 @@ public final class TerritoryDataService {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
Set chunks = claims.computeIfAbsent(name, ignored -> new HashSet());
|
Set chunks = claims.computeIfAbsent(name, ignored -> new HashSet());
|
||||||
for (List<int[]> polygon : TerritoryDataService.extractPolygons(marker.get("points"))) {
|
// 一个 marker 的多个多边形遵循 dynmap 的 even-odd 填充规则:
|
||||||
TerritoryDataService.fillPolygon(chunks, polygon);
|
// 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")));
|
colors.putIfAbsent(name, TerritoryDataService.parseColor(TerritoryDataService.stringOr(marker, "color", "#75bd20")));
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -337,35 +368,59 @@ public final class TerritoryDataService {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 将多边形覆盖的区块填充进集合:
|
* 将多边形组覆盖的区块按 even-odd 规则填充进集合。
|
||||||
* 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。
|
* <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;
|
||||||
* 面积超过 600 万区块时直接放弃,防止异常数据导致卡死。
|
* 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) {
|
private static void fillPolygonEvenOdd(Set<ChunkPos> output, List<List<int[]>> polygons) {
|
||||||
int area;
|
if (polygons.isEmpty()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
int minX = Integer.MAX_VALUE;
|
int minX = Integer.MAX_VALUE;
|
||||||
int maxX = Integer.MIN_VALUE;
|
int maxX = Integer.MIN_VALUE;
|
||||||
int minZ = Integer.MAX_VALUE;
|
int minZ = Integer.MAX_VALUE;
|
||||||
int maxZ = Integer.MIN_VALUE;
|
int maxZ = Integer.MIN_VALUE;
|
||||||
for (int[] point : polygon) {
|
for (List<int[]> polygon : polygons) {
|
||||||
minX = Math.min(minX, Math.floorDiv(point[0], 16));
|
for (int[] point : polygon) {
|
||||||
maxX = Math.max(maxX, Math.floorDiv(point[0], 16));
|
minX = Math.min(minX, Math.floorDiv(point[0], 16));
|
||||||
minZ = Math.min(minZ, Math.floorDiv(point[1], 16));
|
maxX = Math.max(maxX, Math.floorDiv(point[0], 16));
|
||||||
maxZ = Math.max(maxZ, Math.floorDiv(point[1], 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);
|
// 面积超过 600 万区块时直接放弃,防止异常数据导致卡死
|
||||||
if (area > 6000000) {
|
if ((long)(maxX - minX + 1) * (maxZ - minZ + 1) > 6000000L) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
for (int cx = minX; cx <= maxX; ++cx) {
|
for (int cx = minX; cx <= maxX; ++cx) {
|
||||||
for (int cz = minZ; cz <= maxZ; ++cz) {
|
for (int cz = minZ; cz <= maxZ; ++cz) {
|
||||||
if (!TerritoryDataService.pointInPolygon(cx * 16 + 8, cz * 16 + 8, polygon)) continue;
|
// 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
|
||||||
output.add(new ChunkPos(cx, cz));
|
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) */
|
/** 射线法判断点 (x, z) 是否在多边形内(经典奇偶规则) */
|
||||||
private static boolean pointInPolygon(int x, int z, List<int[]> polygon) {
|
private static boolean pointInPolygon(int x, int z, List<int[]> polygon) {
|
||||||
boolean inside = false;
|
boolean inside = false;
|
||||||
|
|||||||
@@ -41,8 +41,12 @@ public final class TerritoryModel {
|
|||||||
* <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,
|
* <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,
|
* 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。
|
* 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 Map<String, Set<ChunkPos>> cachedFlyingChunks;
|
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) {
|
public TerritoryModel(Map<String, TerritoryState> states) {
|
||||||
this.states = new HashMap<String, TerritoryState>(states);
|
this.states = new HashMap<String, TerritoryState>(states);
|
||||||
@@ -103,17 +107,23 @@ public final class TerritoryModel {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 返回所有邦国的飞地(疏漏区块)并集(只读视图)。
|
* 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。
|
* <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>
|
* 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() {
|
public Set<ChunkPos> flyingChunks() {
|
||||||
|
Set<ChunkPos> cached = this.cachedAllFlyingChunks;
|
||||||
|
if (cached != null) {
|
||||||
|
return cached;
|
||||||
|
}
|
||||||
HashSet<ChunkPos> result = new HashSet<ChunkPos>();
|
HashSet<ChunkPos> result = new HashSet<ChunkPos>();
|
||||||
for (Set<ChunkPos> chunks : this.flyingChunksByState().values()) {
|
for (Set<ChunkPos> chunks : this.flyingChunksByState().values()) {
|
||||||
result.addAll(chunks);
|
result.addAll(chunks);
|
||||||
}
|
}
|
||||||
return result;
|
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 */
|
/** 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 */
|
||||||
@@ -121,6 +131,15 @@ public final class TerritoryModel {
|
|||||||
return Collections.unmodifiableSet(this.flyingChunksByState().getOrDefault(this.selfStateName, Set.of()));
|
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) */
|
/** 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() {
|
private Map<String, Set<ChunkPos>> flyingChunksByState() {
|
||||||
Map<String, Set<ChunkPos>> cached = this.cachedFlyingChunks;
|
Map<String, Set<ChunkPos>> cached = this.cachedFlyingChunks;
|
||||||
@@ -184,6 +203,7 @@ public final class TerritoryModel {
|
|||||||
this.sessionClaims.add(chunk);
|
this.sessionClaims.add(chunk);
|
||||||
this.allClaimed.add(chunk);
|
this.allClaimed.add(chunk);
|
||||||
this.cachedFlyingChunks = null;
|
this.cachedFlyingChunks = null;
|
||||||
|
this.cachedAllFlyingChunks = null;
|
||||||
TerritoryState self = this.states.get(this.selfStateName);
|
TerritoryState self = this.states.get(this.selfStateName);
|
||||||
if (self != null) {
|
if (self != null) {
|
||||||
HashSet<ChunkPos> updated = new HashSet<ChunkPos>(self.chunks());
|
HashSet<ChunkPos> updated = new HashSet<ChunkPos>(self.chunks());
|
||||||
|
|||||||
@@ -1 +1 @@
|
|||||||
{"schemaVersion":1,"id":"autostore","version":"1.2.0","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"}]}
|
{"schemaVersion":1,"id":"autostore","version":"1.2.2","name":"AutoStore","description":"","authors":[],"contact":{},"license":"All-Rights-Reserved","environment":"client","entrypoints":{"fabric-datagen":["autostore.client.AutoStoreModDataGenerator"],"client":["autostore.client.AutoStoreModClient"],"main":["autostore.AutoStoreMod"]},"mixins":["autostore.mixins.json",{"config":"autostore.client.mixins.json","environment":"client"}],"depends":{"fabricloader":">=0.16.14","fabric-api":"*","minecraft":"1.21.4"},"jars":[{"file":"META-INF/jars/baritone-api-fabric-1.13.1.jar"}]}
|
||||||
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