家具实现 2
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@@ -57,7 +57,9 @@ blockEntityDataComp = comp.CreateBlockEntityData(LevelId)
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gameComp = comp.CreateGame(LevelId)
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# ---- 只导入家具家私自己的数据库 ----
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from ..FurnitureData import FURNITURE_SWITCHES
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from ..FurnitureData import (FURNITURE_SWITCHES,
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KITCHENRACK_BLOCKS, KITCHENWARE_ITEMS,
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KITCHENRACK_SINGLE_BLOCK, KITCHENRACK_COMBO_BLOCK)
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# ---- 统一分发器 ----
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from ...service.FeatureDispatcher import FeatureDispatcher
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@@ -82,12 +84,15 @@ class FurnitureService(BlueFoxServerSystem):
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# ---- 构建规则字典(O(1) 查找) ----
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self.furnitureRecipes = {}
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self.furnitureBlockSet = set()
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self.furnitureBlockSet = set(KITCHENRACK_BLOCKS) # 厨具架通用逻辑, 单独注册
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for sw in FURNITURE_SWITCHES:
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key = (sw["source"], sw.get("item"))
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self.furnitureRecipes[key] = sw
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self.furnitureBlockSet.add(sw["source"])
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# ---- 厨具架方块集合(通用组合逻辑用) ----
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self.kitchenrackBlockSet = set(KITCHENRACK_BLOCKS)
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# ---- 右键冷却表 ----
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self.cooldown = {}
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@@ -122,6 +127,14 @@ class FurnitureService(BlueFoxServerSystem):
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key = (dim, x, y, z)
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itemDict = self.getCarriedItem(playerId)
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itemName = itemDict.get("newItemName") if itemDict else None
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# 厨具架: 通用组合逻辑(顺序无关, 后放先取), 单独处理
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if blockName in self.kitchenrackBlockSet:
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if not self.checkCooldown(key, 0.5):
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return True
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self._handleKitchenRack(playerId, pos, dim, itemDict, itemName)
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return True
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recipe = self.findRecipe(blockName, itemDict)
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if not recipe:
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@@ -268,7 +281,61 @@ class FurnitureService(BlueFoxServerSystem):
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playerId, "§a取回了 %d 只箭" % retCount)
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# ============================================================================
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# 四、切换型规则处理(水槽/盘子架/书柜/厨具架/唱片机/垃圾桶)
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# 四、厨具架通用逻辑(组合由 stack 记录计算, 与放入顺序无关, 取回后放先取)
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# ============================================================================
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def _handleKitchenRack(self, playerId, pos, dim, itemDict, itemName):
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"""
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厨具架:放入/取回通用处理。
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放入: 手持 锅铲/锅勺/菜刀/炒锅 右键空架/单件架 -> 按组合(顺序无关)成型
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取回: 空手右键 -> 弹出最后放入的厨具并返还, 形态退回剩余单件/空
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"""
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record = self._loadRecord(pos, dim)
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stack = record["stack"] if record else []
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# ---- 取回: 空手 ----
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if not itemName or itemName == "minecraft:air":
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if not stack:
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return
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topItem = stack.pop()
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self.giveItemObj(playerId, topItem)
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if stack:
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target = KITCHENRACK_SINGLE_BLOCK.get(
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stack[0]["itemName"], "rtdd:kitchenwarerack")
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else:
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target = "rtdd:kitchenwarerack"
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self.replaceBlock(pos, dim, target, playerId)
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if stack:
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self._saveRecordDelayed(pos, dim, {"stack": stack})
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else:
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self._clearRecord(pos, dim)
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comp.CreateMsg(playerId).NotifyOneMessage(playerId, "§a取回了厨具")
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return
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# ---- 放入: 手持厨具 ----
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if itemName not in KITCHENWARE_ITEMS:
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return
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if len(stack) >= 2:
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comp.CreateMsg(playerId).NotifyOneMessage(playerId, "§c厨具架已满!")
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return
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# 计算组合目标方块(顺序无关: 先放A再放B == 先放B再放A)
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newItems = [s["itemName"] for s in stack] + [itemName]
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if len(newItems) == 1:
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target = KITCHENRACK_SINGLE_BLOCK.get(newItems[0])
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else:
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target = KITCHENRACK_COMBO_BLOCK.get(tuple(sorted(newItems)))
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if not target:
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comp.CreateMsg(playerId).NotifyOneMessage(playerId, "§c这个搭配放不上厨具架!")
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return
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# 消耗1个, 压栈并替换
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self.consumeItem(playerId, itemDict, 1)
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stack.append(self._toItemObj(itemDict))
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self.replaceBlock(pos, dim, target, playerId)
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self._saveRecordDelayed(pos, dim, {"stack": stack})
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comp.CreateMsg(playerId).NotifyOneMessage(playerId, "§a放上了厨具")
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# ============================================================================
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# 五、切换型规则处理(水槽/盘子架/书柜/唱片机/垃圾桶)
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# ============================================================================
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def handleSwitch(self, recipe, playerId, pos, dim, itemDict, key):
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