/*
* 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.controller;
import autostore.client.bridge.BaritoneBridge;
import autostore.client.config.ExpansionConfig;
import autostore.client.monitor.SubtitleChatMonitor;
import autostore.client.planner.ExpansionPlanner;
import autostore.client.territory.ChunkPos;
import autostore.client.territory.TerritoryDataService;
import autostore.client.territory.TerritoryModel;
import autostore.client.territory.TerritoryState;
import java.util.ArrayDeque;
import java.util.ArrayList;
import java.util.Deque;
import java.util.HashSet;
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.minecraft.util.Hand;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.entity.player.PlayerInventory;
import net.minecraft.item.ItemStack;
import net.minecraft.util.math.BlockPos;
import net.minecraft.client.MinecraftClient;
import net.minecraft.component.DataComponentTypes;
@Environment(value=EnvType.CLIENT)
/**
* 自动扩地控制器:扩地任务的核心状态机。
*
*
工作流程:规划(PLANNING)→ 寻路(PATHING)→ 等待开垦(WAITING)→ 成功/失败(SUCCESS/FAIL)→ 下一个目标(NEXT)→ 完成(COMPLETE)。
* 每帧由 {@link #tick()} 驱动,通过 Baritone 自动寻路到目标区块,
* 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;
/** 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) */
private final ExpansionPlanner planner = new ExpansionPlanner();
/** 聊天/字幕监听器(识别开垦进度与结果) */
private final SubtitleChatMonitor monitor = new SubtitleChatMonitor(this);
/** 领土数据服务(提供实时领土模型) */
private final TerritoryDataService dataService;
/** 待占领区块队列 */
private final Deque queue = new ArrayDeque();
/** 运行日志队列(线程安全) */
private final Deque logs = new ArrayDeque();
/** 当前扩地配置(启动时从请求配置复制) */
private ExpansionConfig config = new ExpansionConfig();
/** 当前领土模型 */
private TerritoryModel model = TerritoryModel.empty();
/** 当前状态机状态 */
private State state = State.IDLE;
/** 当前状态描述文本(显示在 GUI/命令中) */
private String status = "\u672a\u542f\u52a8";
/** 当前目标区块 */
private ChunkPos target;
/** 玩家当前所在区块(每帧更新) */
private ChunkPos playerChunk = new ChunkPos(0, 0);
/** 已成功开垦的区块数量 */
private int completedClaims;
/** 当前目标的连续重试次数 */
private int retryCount;
/** 当前阶段(寻路/等待)的开始时间戳 */
private long stageStartedMillis;
/** 最近一次开垦进度(0-100) */
private int lastProgress;
/** 当前目标区块的哈希集合,用于去重(防止重复计数) */
private final Set 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;
public ExpansionController(TerritoryDataService dataService) {
this.dataService = dataService;
}
public SubtitleChatMonitor monitor() {
return this.monitor;
}
public State state() {
return this.state;
}
public String status() {
return this.status;
}
public int completedClaims() {
return this.completedClaims;
}
public int queuedTargets() {
return this.queue.size();
}
public ChunkPos target() {
return this.target;
}
public int lastProgress() {
return this.lastProgress;
}
/** 返回运行日志的副本(线程安全) */
public List logs() {
Deque deque = this.logs;
synchronized (deque) {
return new ArrayList(this.logs);
}
}
public boolean isRunning() {
return this.state != State.IDLE && this.state != State.COMPLETE && this.state != State.STOPPED;
}
/**
* 启动自动扩地任务。
*
* 前置校验:必须在服务器世界中、Baritone 已就绪;
* 邦国名称为空时自动识别玩家所在邦国,否则校验指定邦国是否存在。
* 校验通过后清空队列、生成扩地计划并进入 PLANNING 状态。
*
* @param requestedConfig 本次任务的扩地配置
* @return 是否成功启动
*/
public boolean start(ExpansionConfig requestedConfig) {
MinecraftClient client = MinecraftClient.getInstance();
if (client == null || client.player == null || client.world == null) {
this.status = "\u8bf7\u5148\u8fdb\u5165\u670d\u52a1\u5668\u4e16\u754c";
return false;
}
if (!this.baritoneBridge.isAvailable()) {
this.status = "Baritone \u5c1a\u672a\u521d\u59cb\u5316\uff0c\u8bf7\u7a0d\u540e\u518d\u8bd5";
return false;
}
this.config = requestedConfig.copy();
this.model = this.dataService.model();
this.playerChunk = this.playerChunk(client);
if (this.config.stateName.isEmpty()) {
TerritoryState auto = this.model.findContainingState(this.playerChunk);
if (auto == null) {
this.status = "\u65e0\u6cd5\u81ea\u52a8\u8bc6\u522b\u90a6\u56fd\uff0c\u8bf7\u5728 GUI \u4e2d\u624b\u52a8\u9009\u62e9";
this.state = State.IDLE;
return false;
}
this.model.setSelfStateName(auto.name());
this.dataService.setSelectedStateName(auto.name());
} else {
if (this.model.state(this.config.stateName) == null) {
this.status = "\u6240\u9009\u90a6\u56fd\u4e0d\u5b58\u5728\uff1a" + this.config.stateName;
this.state = State.IDLE;
return false;
}
this.model.setSelfStateName(this.config.stateName);
this.dataService.setSelectedStateName(this.config.stateName);
}
this.completedClaims = 0;
this.retryCount = 0;
this.queue.clear();
this.claimedSet.clear();
this.target = null;
this.eating = false;
this.baritoneBridge.applyConfig(this.config);
this.setState(State.PLANNING, "\u6b63\u5728\u751f\u6210\u6269\u5f20\u8ba1\u5212");
this.log("\u5f00\u59cb\u81ea\u52a8\u6269\u5730\uff0c\u90a6\u56fd\uff1a" + this.model.selfStateName());
this.plan();
return true;
}
/** 手动停止任务:取消 Baritone 寻路并进入 STOPPED 状态 */
public void stop() {
if (this.state == State.IDLE || this.state == State.COMPLETE || this.state == State.STOPPED) {
return;
}
this.baritoneBridge.cancel();
this.eating = false;
this.setState(State.STOPPED, "\u5df2\u624b\u52a8\u505c\u6b62");
this.log("\u5df2\u624b\u52a8\u505c\u6b62");
}
/**
* 每帧驱动逻辑(由客户端 tick 事件调用):
* 更新玩家区块,优先处理自动进食,再按当前状态分发到对应的 tick 方法。
* 若已退出世界则自动停止任务。
*/
public void tick() {
MinecraftClient client = MinecraftClient.getInstance();
if (client == null || client.player == null || client.world == null) {
if (this.isRunning()) {
this.stop();
this.status = "\u4e16\u754c\u5df2\u9000\u51fa\uff0c\u4efb\u52a1\u505c\u6b62";
}
return;
}
this.playerChunk = this.playerChunk(client);
if (this.tickAutoFood(client)) {
return;
}
this.tickAutoSwim(client);
switch (this.state.ordinal()) {
case 1: {
this.plan();
break;
}
case 2: {
this.tickPathing();
break;
}
case 3: {
this.tickWaiting();
break;
}
case 4: {
this.tickSuccess();
break;
}
case 5: {
this.tickFail();
break;
}
case 6: {
this.tickNext();
break;
}
case 9: {
this.tickReturning();
break;
}
}
}
/**
* 生成扩地计划:调用规划器计算候选区块,按配置过滤圈数上限后入队。
* 若已达成目标数量或没有可用区块则直接完成。
*/
private void plan() {
this.model = this.dataService.model();
if (this.config.targetCount > 0 && this.completedClaims >= this.config.targetCount) {
this.finish();
return;
}
this.queue.clear();
List planned = this.planner.generate(this.model, this.config, this.playerChunk);
// 过滤掉规划后已被他人占领的区块,避免寻路到无效目标
for (ChunkPos chunk : planned) {
if (!this.isClaimedByOthers(chunk)) {
this.queue.add(chunk);
}
}
// 矩形区域扩地时不受扩圈上限限制(玩家圈选的矩形即为明确边界,需完整填充)
boolean rectangleMode = this.config.strategy == 2 && this.config.regionMaxX >= this.config.regionMinX;
if (this.config.maxRings > 0 && !rectangleMode) {
this.queue.removeIf(chunk -> this.ringDistance(chunk, this.model) > this.config.maxRings);
}
this.log("\u89c4\u5212\u5b8c\u6210\uff0c\u5171 " + this.queue.size() + " \u4e2a\u5019\u9009\u533a\u5757");
if (this.queue.isEmpty()) {
this.setState(State.COMPLETE, "\u6ca1\u6709\u53ef\u7528\u7684\u76f8\u90bb\u65e0\u4e3b\u533a\u5757");
this.log("\u6ca1\u6709\u53ef\u7528\u7684\u76f8\u90bb\u65e0\u4e3b\u533a\u5757");
return;
}
this.target = this.queue.removeFirst();
this.startPathing();
}
/** 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());
}
/**
* 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。
*/
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()) {
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");
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
this.dataService.refreshAsync();
if (this.retryCount >= this.config.retries) {
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());
}
}
}
/** 等待开垦阶段每帧逻辑:玩家离开目标区块则重新寻路;等待超时则重试或跳过当前目标 */
private void tickWaiting() {
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,避免被困在无效区块
if (this.skipIfTargetInvalid()) {
return;
}
// 玩家离开了目标区块(被击退/寻路偏差),重新寻路回去
if (!this.playerChunk.equals(this.target)) {
this.retrySameTarget("\u79bb\u5f00\u76ee\u6807\u533a\u5757\uff0c\u91cd\u65b0\u524d\u5f80 " + this.target.x() + "," + this.target.z());
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
this.dataService.refreshAsync();
if (this.retryCount >= this.config.retries) {
this.log("\u7b49\u5f85\u8d85\u65f6\uff0c\u8df3\u8fc7 " + this.target.x() + "," + this.target.z());
this.setState(State.FAIL, "\u7b49\u5f85\u9886\u5730\u5f00\u62d3\u8d85\u65f6");
} else {
this.log("\u7b49\u5f85\u8d85\u65f6\uff0c\u91cd\u8bd5 " + this.retryCount + "/" + this.config.retries);
this.retrySameTarget("\u7b49\u5f85\u8d85\u65f6\uff0c\u91cd\u65b0\u524d\u5f80 " + this.target.x() + "," + this.target.z());
}
}
}
/** 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()) {
return;
}
this.baritoneBridge.cancel();
this.stageStartedMillis = System.currentTimeMillis();
this.baritoneBridge.pathTo(this.target);
this.setState(State.PATHING, statusText);
}
/**
* 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。
*/
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");
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。
*/
private boolean isTargetStillValid() {
if (this.target == null) {
return false;
}
TerritoryModel m = this.dataService.model();
if (m.allClaimedChunks().contains(this.target)) {
return false;
}
HashSet own = new HashSet(m.sessionClaims());
TerritoryState self = m.selfState();
if (self != null) {
own.addAll(self.chunks());
}
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 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。
*/
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");
}
/**
* 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");
}
}
/** 成功后的过渡:进入 NEXT 状态,准备处理下一个目标 */
private void tickSuccess() {
this.setState(State.NEXT, "\u5df2\u5b8c\u6210 " + this.completedClaims + (this.config.targetCount > 0 ? "/" + this.config.targetCount : "/\u6301\u7eed"));
}
/** 失败后的过渡:进入 NEXT 状态,跳过当前目标 */
private void tickFail() {
this.setState(State.NEXT, "\u51c6\u5907\u4e0b\u4e00\u4e2a\u76ee\u6807");
}
/**
* 处理下一个目标:若已达成目标数量则完成;
* 队列为空时重新规划,否则取出队首区块开始寻路。
*/
private void tickNext() {
this.target = null;
if (this.config.targetCount > 0 && this.completedClaims >= this.config.targetCount) {
this.finish();
return;
}
if (this.queue.isEmpty()) {
this.plan();
return;
}
this.target = this.queue.removeFirst();
// 目标已被他人占领时跳过,避免无效寻路
if (this.isClaimedByOthers(this.target)) {
this.log("\u76ee\u6807\u5df2\u88ab\u5360\u9886\uff0c\u8df3\u8fc7 " + this.target.x() + "," + this.target.z());
this.setState(State.NEXT, "\u8df3\u8fc7\u5df2\u5360\u9886\u533a\u5757");
return;
}
this.startPathing();
}
/** 完成任务:取消寻路、停止进食,进入 COMPLETE 状态 */
private void finish() {
this.baritoneBridge.cancel();
this.eating = false;
this.setState(State.COMPLETE, this.config.targetCount > 0 ? "\u5df2\u5b8c\u6210\u76ee\u6807\u6570\u91cf " + this.completedClaims + "/" + this.config.targetCount : "\u5df2\u65e0\u53ef\u6269\u533a\u5757\uff0c\u7d2f\u8ba1\u6269\u5730 " + this.completedClaims);
this.log("\u81ea\u52a8\u6269\u5730\u5b8c\u6210");
}
/** 计算区块到己方领土的"圈数"(切比雪夫距离的最小值),用于过滤扩圈上限 */
private int ringDistance(ChunkPos chunk, TerritoryModel model) {
int distance;
int min = Integer.MAX_VALUE;
TerritoryState self = model.selfState();
if (self != null) {
for (ChunkPos own : self.chunks()) {
distance = Math.max(Math.abs(chunk.x() - own.x()), Math.abs(chunk.z() - own.z()));
min = Math.min(min, distance);
}
}
for (ChunkPos own : model.sessionClaims()) {
distance = Math.max(Math.abs(chunk.x() - own.x()), Math.abs(chunk.z() - own.z()));
min = Math.min(min, distance);
}
return min == Integer.MAX_VALUE ? 0 : min;
}
/** 监听器回调:开垦进度更新(0-100%) */
@Override
public void onProgress(int percent) {
if (!this.isRunning()) {
return;
}
this.lastProgress = percent;
this.status = "\u5f00\u62d3\u4e2d " + percent + "%";
}
/**
* 监听器回调:开垦成功(带具体坐标)。
* 将新占领区块加入模型与数据服务,累计完成数并进入 SUCCESS 状态。
*/
@Override
public void onSuccess(ChunkPos chunk, int blockX, int blockZ) {
if (!this.isRunning()) {
return;
}
if (chunk == null) {
chunk = this.target;
}
if (chunk == null) {
return;
}
// 去重:同一区块只计一次
if (!this.claimedSet.add(chunk)) {
return;
}
this.model.addSessionClaim(chunk);
this.dataService.addSessionClaim(chunk);
++this.completedClaims;
this.target = chunk;
this.lastProgress = 100;
this.log("\u5360\u9886\u6210\u529f " + chunk.x() + "," + chunk.z() + "\uff08\u533a\u5757 " + chunk.x() + "," + chunk.z() + " / \u4e16\u754c " + blockX + "," + blockZ + "\uff09");
this.setState(State.SUCCESS, "\u7586\u571f\u5df2\u5f00\u62d3 " + chunk.x() + "," + chunk.z());
}
/** 监听器回调:开垦成功(无具体坐标的通用消息),按当前目标区块记录 */
@Override
public void onGenericSuccess() {
if (!this.isRunning()) {
return;
}
if (this.target == null) {
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);
++this.completedClaims;
this.lastProgress = 100;
this.log("\u5360\u9886\u6210\u529f " + this.target.x() + "," + this.target.z());
this.setState(State.SUCCESS, "\u7586\u571f\u5df2\u5f00\u62d3 " + this.target.x() + "," + this.target.z());
}
/** 获取玩家当前所在区块(由方块坐标换算) */
private ChunkPos playerChunk(MinecraftClient client) {
BlockPos pos = client.player.getBlockPos();
return ChunkPos.fromBlock(pos.getX(), pos.getZ());
}
/** 判断区块是否已被任何邦国占领(含己方与本次会话) */
private boolean isClaimedByOthers(ChunkPos chunk) {
return this.dataService.model().allClaimedChunks().contains(chunk);
}
/** 返回区块的四个正方向邻居 */
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));
}
/**
* 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。
* 玩家在水面上正常游泳时不做任何干预,避免干扰 Baritone 的水平寻路。
*/
private void tickAutoSwim(MinecraftClient client) {
if (!this.isRunning()) {
return;
}
PlayerEntity player = client.player;
if (player == null) {
return;
}
// 只有完全没入水中(头部在水面以下)才有溺水风险,此时才需要跳跃上浮
if (player.isSubmergedInWater()) {
player.jump();
}
}
/**
* 自动进食逻辑(每帧调用):
* 开启 autoEat 且饥饿值低于阈值时暂停寻路并自动吃背包里的食物,
* 吃饱后恢复任务。返回 true 表示本帧被进食占用。
*/
private boolean tickAutoFood(MinecraftClient client) {
if (!this.config.autoEat || !this.isRunning()) {
this.eating = false;
return false;
}
int foodLevel = client.player.getHungerManager().getFoodLevel();
if (this.eating) {
if (client.player.isUsingItem()) {
this.status = "\u81ea\u52a8\u8fdb\u98df\u4e2d";
return true;
}
if (foodLevel >= 20 || foodLevel > this.config.eatThreshold) {
this.eating = false;
this.resumeAfterEating();
this.log("\u81ea\u52a8\u8fdb\u98df\u5b8c\u6210");
return false;
}
return this.beginEating(client, foodLevel);
}
if (foodLevel > this.config.eatThreshold) {
return false;
}
return this.beginEating(client, foodLevel);
}
/** 开始进食:在背包中找食物并切换主手使用;找不到食物则提示并返回 false */
private boolean beginEating(MinecraftClient client, int foodLevel) {
if (client.player.isUsingItem()) {
this.eating = true;
this.status = "\u81ea\u52a8\u8fdb\u98df\u4e2d";
return true;
}
int slot = this.findFoodSlot(client.player.getInventory());
if (slot < 0) {
this.status = "\u9965\u997f\u4f46\u80cc\u5305\u91cc\u6ca1\u6709\u98df\u7269";
return false;
}
this.baritoneBridge.cancel();
client.player.getInventory().selectedSlot = slot;
client.interactionManager.interactItem(client.player, Hand.MAIN_HAND);
this.eating = true;
this.status = "\u81ea\u52a8\u8fdb\u98df\u4e2d";
this.log("\u81ea\u52a8\u8fdb\u98df\uff0c\u9965\u997f\u503c " + foodLevel);
return true;
}
/** 在背包前 36 格中查找第一个可食用的物品槽位(含 FOOD 组件),找不到返回 -1 */
private int findFoodSlot(PlayerInventory inventory) {
for (int slot = 0; slot < 36; ++slot) {
ItemStack stack = inventory.getStack(slot);
if (stack.isEmpty() || stack.getComponents().get(DataComponentTypes.FOOD) == null) continue;
return slot;
}
return -1;
}
/** 进食完成后恢复任务:若仍在寻路阶段则重新发起寻路 */
private void resumeAfterEating() {
this.eating = false;
if (this.state == State.PATHING && this.target != null) {
this.stageStartedMillis = System.currentTimeMillis();
this.baritoneBridge.pathTo(this.target);
}
}
/** 更新状态与状态描述文本 */
private void setState(State newState, String newStatus) {
this.state = newState;
this.status = newStatus;
}
/** 追加一条带时间戳的日志,超出上限时移除最旧记录 */
private void log(String message) {
Deque deque = this.logs;
synchronized (deque) {
this.logs.addLast(System.currentTimeMillis() + " " + message);
while (this.logs.size() > 80) {
this.logs.removeFirst();
}
}
}
/**
* 扩地任务状态机枚举:
*
* - IDLE:空闲(未启动)
* - PLANNING:正在生成扩地计划
* - PATHING:正在寻路前往目标区块
* - WAITING:已到达,等待开垦完成
* - SUCCESS:当前区块开垦成功
* - FAIL:当前区块开垦失败/超时
* - NEXT:准备处理下一个目标
* - COMPLETE:全部目标完成
* - STOPPED:被手动停止
*
*/
@Environment(value=EnvType.CLIENT)
public static enum State {
IDLE,
PLANNING,
PATHING,
WAITING,
SUCCESS,
FAIL,
NEXT,
COMPLETE,
STOPPED,
RETURNING;
}
}