/* * 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。 */ package autostore.client.planner; import autostore.client.config.ExpansionConfig; import autostore.client.territory.ChunkPos; import autostore.client.territory.TerritoryModel; import autostore.client.territory.TerritoryState; import java.util.ArrayList; import java.util.Comparator; import java.util.HashSet; import java.util.List; import java.util.Set; import net.fabricmc.api.EnvType; import net.fabricmc.api.Environment; @Environment(value=EnvType.CLIENT) /** * 扩地规划器:根据当前邦国领土、配置与玩家位置,计算下一步要占领的区块列表。 * *

支持三种扩地策略: *

*/ public final class ExpansionPlanner { /** 世界边界半径(区块数):Minecraft 1.21.4 默认世界边界为 ±2048 区块,此处取 1280 作为安全上限 */ private static final int WORLD_BORDER_CHUNK_RADIUS = 1280; /** * 根据配置的策略分发到对应的扩地算法。 * * @param model 当前邦国领土模型(含所有邦国已占领区块) * @param config 扩地配置(策略、目标数量、区域范围等) * @param playerChunk 玩家当前所在区块 * @return 建议占领的区块列表(按优先级排序) */ public List generate(TerritoryModel model, ExpansionConfig config, ChunkPos playerChunk) { if (config.strategy == 1) { return this.generateHolePriority(model, config, playerChunk); } if (config.strategy == 4) { return this.generatePerimeter(model, config, playerChunk); } // 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); } return this.generateLine(model, config, playerChunk); } /** * 策略 1:方形外扩(优先填洞)。 * *

以王城为中心,先计算当前领土的覆盖半径,然后从内向外逐圈扫描候选区块。 * 候选区块必须:未被任何邦国占领、与已有领土相邻(合法)、且在配置的区域内。 * 找到候选后优先排"领土包围圈内部"的空洞,再排外部边界,最后按距离与邻居数排序。 */ private List generateHolePriority(TerritoryModel model, ExpansionConfig config, ChunkPos playerChunk) { Set actualOwn = this.ownChunks(model); Set allClaimed = model.allClaimedChunks(); if (actualOwn.isEmpty()) { return List.of(); } int limit = config.targetCount > 0 ? config.targetCount : 256; // 以己方领土的外接矩形为基准,逐圈向外扩展搜索,保证候选区块与领土相邻且覆盖完整 int[] ownBounds = this.bounds(actualOwn); int maxExpansions = config.maxRings > 0 ? config.maxRings + 1 : 16; for (int expansion = 0; expansion < maxExpansions; ++expansion) { HashSet candidates = new HashSet(); int minX = ownBounds[0] - expansion; int maxX = ownBounds[1] + expansion; int minZ = ownBounds[2] - expansion; int maxZ = ownBounds[3] + expansion; for (int x = minX; x <= maxX; ++x) { for (int z = minZ; z <= maxZ; ++z) { ChunkPos chunk = new ChunkPos(x, z); if (actualOwn.contains(chunk) || !this.isLegal(chunk, actualOwn, allClaimed) || !this.isInRegion(chunk, config)) continue; candidates.add(chunk); } } if (!candidates.isEmpty()) { Comparator comparator = Comparator.comparingInt(playerChunk::manhattanDistance).thenComparingInt(chunk -> -this.ownNeighbors(chunk, actualOwn)); ArrayList inside = new ArrayList(); ArrayList outside = new ArrayList(); for (ChunkPos chunk : candidates) { if (chunk.x() >= ownBounds[0] && chunk.x() <= ownBounds[1] && chunk.z() >= ownBounds[2] && chunk.z() <= ownBounds[3]) { inside.add(chunk); continue; } outside.add(chunk); } inside.sort(comparator); outside.sort(comparator); ArrayList result = new ArrayList(); result.addAll(inside); result.addAll(outside); return result.stream().limit(limit).toList(); } } return List.of(); } /** * 策略 4:绕国一圈。 * *

收集所有与己方领土相邻的合法区块,以领土质心(或王城)为中心, * 按方位角(atan2)排序,使扩张点均匀分布在领土四周,形成一圈向外扩散的效果。 */ private List generatePerimeter(TerritoryModel model, ExpansionConfig config, ChunkPos playerChunk) { Set actualOwn = this.ownChunks(model); Set allClaimed = model.allClaimedChunks(); HashSet plannedOwn = new HashSet(actualOwn); HashSet candidates = new HashSet(); ChunkPos center = this.capital(model, this.centroid(actualOwn, playerChunk)); int limit = config.targetCount > 0 ? config.targetCount : 128; // 支持多圈扩张:每圈取当前领土的合法邻居,按方位角均匀排序后入队 int rings = config.maxRings > 0 ? config.maxRings : 1; ArrayList result = new ArrayList(); for (int ring = 0; ring < rings && result.size() < limit; ++ring) { this.addNeighbors(plannedOwn, candidates, allClaimed, config); if (candidates.isEmpty()) break; Comparator comparator = Comparator.comparingDouble((ChunkPos chunk) -> this.angle(chunk, center)).thenComparingInt(chunk -> chunk.manhattanDistance(playerChunk)); List ringChunks = candidates.stream().sorted(comparator).limit((long)(limit - result.size())).toList(); result.addAll(ringChunks); plannedOwn.addAll(ringChunks); candidates.clear(); } return result; } /** * 策略 2/3:直线推进。 * *

从玩家当前位置出发,沿一个方向连续向外延伸占领区块(形成一条"线")。 * 每步从候选集中挑选评分最优的区块:距离越近、越贴合当前方向、邻居越多、形状越规整越好。 * 当领土形状严重失衡(长宽比超过 2:1)时,会切换方向补短边,避免领土过于细长。 */ private List generateLine(TerritoryModel model, ExpansionConfig config, ChunkPos playerChunk) { Set actualOwn = this.ownChunks(model); Set allClaimed = model.allClaimedChunks(); HashSet plannedOwn = new HashSet(actualOwn); HashSet candidates = new HashSet(); // 以己方领土中离玩家最近的区块作为推进起点,保证扩张从领土边缘开始 ChunkPos cursor = this.nearestOwnToPlayer(actualOwn, playerChunk); ChunkPos direction = null; int limit = config.targetCount > 0 ? config.targetCount : 128; this.addNeighbors(plannedOwn, candidates, allClaimed, config); ArrayList result = new ArrayList(); // 本次扩张新增区块的边界(用于形状判断,避免被原有领土形状干扰) int expMinX = Integer.MAX_VALUE; int expMaxX = Integer.MIN_VALUE; int expMinZ = Integer.MAX_VALUE; int expMaxZ = Integer.MIN_VALUE; while (result.size() < limit) { ChunkPos nearest; ChunkPos best; if (candidates.isEmpty()) { this.addNeighbors(plannedOwn, candidates, allClaimed, config); if (candidates.isEmpty()) break; } nearest = this.nearestFrontier(candidates, cursor); // 首次迭代确定推进方向;之后保持方向稳定,避免来回摆动 if (direction == null) { direction = this.chooseDirection(cursor, nearest, plannedOwn); } best = this.chooseLineCandidate(candidates, plannedOwn, cursor, direction); if (best == null) { best = nearest; } candidates.remove(best); result.add(best); plannedOwn.add(best); cursor = best; expMinX = Math.min(expMinX, best.x()); expMaxX = Math.max(expMaxX, best.x()); expMinZ = Math.min(expMinZ, best.z()); expMaxZ = Math.max(expMaxZ, best.z()); this.addNeighbors(best, plannedOwn, candidates, allClaimed, config); // 本次扩张形状失衡时转向补短边,并保持该方向 if (this.expansionImbalanced(expMinX, expMaxX, expMinZ, expMaxZ)) { direction = this.shortSideDirection(expMinX, expMaxX, expMinZ, expMaxZ); } } return result; } /** * 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。 * *

与旧版"沿邦国边界逐层向内 BFS"不同,本算法不再贴着邦国现有边界, * 而是生成一条贯穿矩形的 S 形路径:从接壤起点开始,逐行/逐列交替反向扫过, * 保证路径上每个区块都与已占领领土(含己方领土、本次会话新占领)接壤, * 矩形内已占领的区块自动跳过、不重复占领。 */ private List generateRectangle(TerritoryModel model, ExpansionConfig config, ChunkPos playerChunk) { Set actualOwn = this.ownChunks(model); Set allClaimed = model.allClaimedChunks(); if (actualOwn.isEmpty()) { return List.of(); } int minX = config.regionMinX; int maxX = config.regionMaxX; 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 borderChunks = new ArrayList(); 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 sPath = this.buildSPath(start, minX, maxX, minZ, maxZ); // 已占领集合:己方领土 + 所有已占领 + 本次规划已纳入的区块 HashSet claimed = new HashSet(actualOwn); claimed.addAll(allClaimed); ArrayList result = new ArrayList(); 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); } return result; } /** * 从接壤候选区块中选择 S 形扫描的起点: * 优先选择矩形角落上的接壤区块;没有角落接壤时,选择离任一角落最近的接壤区块。 */ private ChunkPos chooseStart(List borderChunks, int minX, int maxX, int minZ, int maxZ) { ChunkPos[] corners = new ChunkPos[]{new ChunkPos(minX, minZ), new ChunkPos(maxX, minZ), new ChunkPos(minX, maxZ), new ChunkPos(maxX, maxZ)}; for (ChunkPos corner : corners) { if (borderChunks.contains(corner)) { return corner; } } ChunkPos best = null; int bestDist = Integer.MAX_VALUE; for (ChunkPos chunk : borderChunks) { for (ChunkPos corner : corners) { int dist = Math.abs(chunk.x() - corner.x()) + Math.abs(chunk.z() - corner.z()); if (dist < bestDist) { bestDist = dist; best = chunk; } } } return best; } /** * 生成从起点开始的 S 形扫描路径,覆盖矩形内所有区块。 * *

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 buildSPath(ChunkPos start, int minX, int maxX, int minZ, int maxZ) { ArrayList path = new ArrayList(); 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 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 path, int col, int minZ, int maxZ, boolean topToBottom) { if (topToBottom) { for (int z = minZ; z <= maxZ; ++z) path.add(new ChunkPos(col, z)); } else { for (int z = maxZ; z >= minZ; --z) path.add(new ChunkPos(col, z)); } } /** 在候选集中找到离当前游标最近的一个区块(曼哈顿距离),作为推进的前沿 */ private ChunkPos nearestFrontier(Set candidates, ChunkPos cursor) { return candidates.stream().min(Comparator.comparingInt(cursor::manhattanDistance)).orElse(null); } /** * 计算推进方向: * 若前沿与游标重合,则优先朝一个未占领的"正方向邻居"走; * 否则返回从游标指向前沿的符号方向(-1/0/1)。 */ private ChunkPos chooseDirection(ChunkPos cursor, ChunkPos nearest, Set own) { if (nearest == null) { return new ChunkPos(0, 0); } if (cursor.equals(nearest)) { for (ChunkPos candidate : this.cardinalNeighbors(nearest)) { if (own.contains(candidate)) continue; return new ChunkPos(candidate.x() - nearest.x(), candidate.z() - nearest.z()); } } return new ChunkPos(Integer.signum(nearest.x() - cursor.x()), Integer.signum(nearest.z() - cursor.z())); } /** * 直线推进的候选评分:分数越低越优先。 * 距离近、方向一致(方向点积大)、邻居多、形状影响小 的区块得分更优。 */ private ChunkPos chooseLineCandidate(Set candidates, Set plannedOwn, ChunkPos cursor, ChunkPos direction) { if (direction == null || direction.x() == 0 && direction.z() == 0) { return null; } ChunkPos best = null; double bestScore = Double.MAX_VALUE; for (ChunkPos candidate : candidates) { int dx = candidate.x() - cursor.x(); int dz = candidate.z() - cursor.z(); double directionBonus = dx * direction.x() + dz * direction.z(); double distance = cursor.manhattanDistance(candidate); double shape = this.shapePenalty(candidate, plannedOwn); double score = distance * 800.0 - directionBonus * 600.0 - this.ownNeighbors(candidate, plannedOwn) * 260.0 + shape * 200.0; if (!(score < bestScore)) continue; bestScore = score; best = candidate; } return best; } /** 判断本次扩张的形状是否失衡:长边超过短边的 2 倍时视为"过瘦",需要转向补短边 */ private boolean expansionImbalanced(int minX, int maxX, int minZ, int maxZ) { if (minX == Integer.MAX_VALUE) { return false; } int width = maxX - minX + 1; int height = maxZ - minZ + 1; return Math.max(width, height) > Math.min(width, height) * 2; } /** 返回本次扩张短边对应的推进方向:宽 < 高 时向 X 方向补,否则向 Z 方向补 */ private ChunkPos shortSideDirection(int minX, int maxX, int minZ, int maxZ) { int width = maxX - minX + 1; int height = maxZ - minZ + 1; return width < height ? new ChunkPos(1, 0) : new ChunkPos(0, 1); } /** 返回己方领土中离玩家最近的区块;领土为空时返回玩家所在区块 */ private ChunkPos nearestOwnToPlayer(Set own, ChunkPos playerChunk) { if (own.isEmpty()) { return playerChunk; } return own.stream().min(Comparator.comparingInt(playerChunk::manhattanDistance)).orElse(playerChunk); } /** 计算一组区块的外接矩形边界:[minX, maxX, minZ, maxZ] */ private int[] bounds(Set own) { 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()); } return new int[]{minX, maxX, minZ, maxZ}; } /** 返回指定区块的四个正方向邻居(上下左右) */ private List 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)); } /** 将某区块的合法邻居加入候选集(单个区块版本) */ private void addNeighbors(ChunkPos chunk, Set plannedOwn, Set candidates, Set allClaimed, ExpansionConfig config) { for (ChunkPos candidate : this.cardinalNeighbors(chunk)) { if (!this.isLegal(candidate, plannedOwn, allClaimed) || !this.isInRegion(candidate, config)) continue; candidates.add(candidate); } } /** 将一组区块的所有合法邻居加入候选集(批量版本) */ private void addNeighbors(Set own, Set candidates, Set allClaimed, ExpansionConfig config) { for (ChunkPos base : own) { this.addNeighbors(base, own, candidates, allClaimed, config); } } /** * 判断区块是否"合法"(可被占领): * 必须在世界边界内、未被任何邦国占领、未被本次规划占用,且至少与一个己方区块相邻。 */ private boolean isLegal(ChunkPos chunk, Set plannedOwn, Set allClaimed) { if (chunk.x() < -1280 || chunk.x() >= 1280 || chunk.z() < -1280 || chunk.z() >= 1280) { return false; } if (allClaimed.contains(chunk) || plannedOwn.contains(chunk)) { return false; } return this.ownNeighbors(chunk, plannedOwn) > 0; } /** 判断区块是否在配置的扩地区域内(仅策略 2 区域扩地有限制,其他策略恒为 true) */ private boolean isInRegion(ChunkPos chunk, ExpansionConfig config) { int dz; if (config.strategy != 2) { return true; } // 优先使用矩形边界(圈选功能) if (config.regionMaxX >= config.regionMinX) { return chunk.x() >= config.regionMinX && chunk.x() <= config.regionMaxX && chunk.z() >= config.regionMinZ && chunk.z() <= config.regionMaxZ; } // 回退到圆形区域(中心+半径) int dx = Math.abs(chunk.x() - config.regionCenterX); 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 */ private int ownNeighbors(ChunkPos chunk, Set own) { int count = 0; for (ChunkPos neighbor : this.cardinalNeighbors(chunk)) { if (!own.contains(neighbor)) continue; ++count; } return count; } /** * 形状惩罚分:评估把候选区块纳入后领土的"规整程度"。 * 用外接矩形的面积与已有区块数的比值衡量——比值越大说明扩张越"浪费"(形状越散),惩罚越高。 */ private double shapePenalty(ChunkPos candidate, Set ownChunks) { if (ownChunks.isEmpty()) { return 1.0; } int minX = Integer.MAX_VALUE; int maxX = Integer.MIN_VALUE; int minZ = Integer.MAX_VALUE; int maxZ = Integer.MIN_VALUE; for (ChunkPos chunk : ownChunks) { minX = Math.min(minX, chunk.x()); maxX = Math.max(maxX, chunk.x()); minZ = Math.min(minZ, chunk.z()); maxZ = Math.max(maxZ, chunk.z()); } minX = Math.min(minX, candidate.x()); maxX = Math.max(maxX, candidate.x()); minZ = Math.min(minZ, candidate.z()); maxZ = Math.max(maxZ, candidate.z()); long width = (maxX - minX) + 1L; long height = (maxZ - minZ) + 1L; long longSide = Math.max(width, height); double shortSide = Math.max(Math.min(width, height), longSide / 2.0); double normalizedArea = longSide * shortSide; return normalizedArea / (ownChunks.size() + 1.0); } /** 计算区块相对中心点的方位角(弧度),用于绕国一圈策略的均匀排序 */ private double angle(ChunkPos chunk, ChunkPos center) { return Math.atan2(chunk.z() - center.z(), chunk.x() - center.x()); } /** 计算一组区块的质心(坐标平均值);集合为空时回退到 fallback */ private ChunkPos centroid(Set chunks, ChunkPos fallback) { if (chunks.isEmpty()) { return fallback; } long x = 0L; long z = 0L; for (ChunkPos chunk : chunks) { x += chunk.x(); z += chunk.z(); } return new ChunkPos((int)(x / chunks.size()), (int)(z / chunks.size())); } /** 汇总"己方"区块:本次会话新占领的区块 + 己方邦国已拥有的区块 */ private Set ownChunks(TerritoryModel model) { HashSet result = new HashSet(model.sessionClaims()); TerritoryState self = model.selfState(); if (self != null) { result.addAll(self.chunks()); } return result; } /** 获取己方邦国的王城位置;未识别邦国时回退到 fallback */ private ChunkPos capital(TerritoryModel model, ChunkPos fallback) { TerritoryState self = model.selfState(); return self == null ? fallback : self.capital(); } }