家具实现

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wenhe committed 2026-09-03 15:23:33 +08:00
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@@ -1,6 +1,4 @@
from BlueFoxTools.ModLoader import *
from xiangyemod.service.CookingService import CookingService
from xiangyemod.service.BlockSwitchService import BlockSwitchService
from xiangyemod.service.FeatureDispatcher import FeatureDispatcher
from xiangyemod.dongwuyangzhi.service.AnimalService import AnimalService
from xiangyemod.dongwuyangzhi.service.AnimalTimerService import AnimalTimerService
@@ -11,6 +9,7 @@ from xiangyemod.siwangshengwu.service.DeadmobTimerService import DeadmobTimerSer
from xiangyemod.shouban.service.ShoubanService import ShoubanService
from xiangyemod.shichangmaoyi.service.MarketService import MarketService
from xiangyemod.yuanbanfangzhi.service.YuanbanService import YuanbanService
from xiangyemod.jiaju.service.FurnitureService import FurnitureService
if not serverApi.IsInServer():
pass
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# -*- coding: utf-8 -*-
"""
烹饪客户端(预留)
=================
目前客户端不需要做额外的UI工作。
如果以后需要进度条、翻炒提示等UI,可以在这里扩展。
"""
import mod.client.extraClientApi as clientApi
ClientSystem = clientApi.GetClientSystemCls()
class CookingClient(ClientSystem):
def __init__(self, namespace, systemName):
ClientSystem.__init__(self, namespace, systemName)
print "===== CookingClient init ====="
def Destroy(self):
print "===== CookingClient Destroy ====="
@@ -0,0 +1,266 @@
# -*- coding: utf-8 -*-
"""
================================================================================
家具家私分类转换规则数据
================================================================================
统一管理"家具家私"(xy_furniture) 分类下的全部【右键切换型】转换规则:
箭桶、水槽、盘子架、书柜、厨具架、古式唱片机、垃圾桶。
全部为即时右键转换, 无计时, 不需要 TimerService。
由 xiangyemod/jiaju/service/FurnitureService 处理, 注册到 FeatureDispatcher。
【规则字段说明】
source: 被右键的源方块
item: 手持物品名; None=空手; "*music_disc"=任意原版唱片;
"*arrow"=任意箭; "*any"=任意非空物品
target: 转换成的目标方块
consume: 消耗数量(默认0, 即不消耗)
clearHand: True=清空主手全部物品(垃圾桶扔垃圾)
giveItem: 取回/取水时给玩家背包的物品名(直接进背包)
dropItem: 以掉落物形式给的物品 [{"name": "xx", "count": N}]
record: "count"=记录一种物品+数量(箭桶) / "stack"=后放先取堆栈(书柜),
记录写入方块实体数据(rtdd_swt/rtdd_swc/rtdd_swi/rtdd_swa/rtdd_sws),
退出重进不丢
maxCount: record 类型最大容量(箭桶32 / 书柜13)
arrowMode:"store"=箭桶存箭(批量) / "retrieve"=箭桶取箭(一次性全取)
discPut: True=唱片机放入时把唱片写入方块实体(取回时原样返还)
discGet: True=唱片机取回时从方块实体读出唱片并掉落
tip: 转换成功提示
================================================================================
"""
# ============================================================
# 一、箭桶 (arrowbarrel_0 无箭 / arrowbarrel_1 有箭)
# 存箭: 手持箭(普通箭/药水箭)右键, 批量存入手中所有箭, 至多32只,
# 只存一种箭(类型+药水效果aux不符不能混存), count记录
# 取箭: 空手右键, 一次性取回方块记录的全部箭
# ============================================================
ARROWBARREL_RULES = [
{"source": "rtdd:arrowbarrel_0", "item": "*arrow",
"target": "rtdd:arrowbarrel_1", "arrowMode": "store",
"record": "count", "maxCount": 32,
"tip": "§a已存入箭"},
{"source": "rtdd:arrowbarrel_1", "item": None,
"target": "rtdd:arrowbarrel_0", "arrowMode": "retrieve",
"record": "count",
"tip": "§a取回了箭"},
]
# ============================================================
# 二、水槽 (flume_0~5)
# 加水: 空手右键空槽 -> 满水
# 取水: 手持空水桶右键满水 -> 空槽 + 给装满水的水桶
# 放脏盘子(脏盘子 rtdd:plate_0a): 满水起, 逐个放入最多4个
# 取脏盘子: 空手右键逐个取回
# ============================================================
FLUME_RULES = [
# 加水/取水
{"source": "rtdd:flume_0", "item": None,
"target": "rtdd:flume_1", "tip": "§a水槽加满了水"},
{"source": "rtdd:flume_1", "item": "minecraft:bucket",
"target": "rtdd:flume_0", "consume": 1,
"giveItem": "minecraft:water_bucket", "tip": "§a取走了水, 水桶装满水"},
# 放脏盘子(需满水)
{"source": "rtdd:flume_1", "item": "rtdd:plate_0a",
"target": "rtdd:flume_2", "consume": 1, "tip": "§a放入1个脏盘子"},
{"source": "rtdd:flume_2", "item": "rtdd:plate_0a",
"target": "rtdd:flume_3", "consume": 1, "tip": "§a放入1个脏盘子"},
{"source": "rtdd:flume_3", "item": "rtdd:plate_0a",
"target": "rtdd:flume_4", "consume": 1, "tip": "§a放入1个脏盘子"},
{"source": "rtdd:flume_4", "item": "rtdd:plate_0a",
"target": "rtdd:flume_5", "consume": 1, "tip": "§a放入1个脏盘子"},
# 取脏盘子
{"source": "rtdd:flume_5", "item": None,
"target": "rtdd:flume_4", "giveItem": "rtdd:plate_0a", "tip": "§a取回1个脏盘子"},
{"source": "rtdd:flume_4", "item": None,
"target": "rtdd:flume_3", "giveItem": "rtdd:plate_0a", "tip": "§a取回1个脏盘子"},
{"source": "rtdd:flume_3", "item": None,
"target": "rtdd:flume_2", "giveItem": "rtdd:plate_0a", "tip": "§a取回1个脏盘子"},
{"source": "rtdd:flume_2", "item": None,
"target": "rtdd:flume_1", "giveItem": "rtdd:plate_0a", "tip": "§a取回1个脏盘子"},
]
# ============================================================
# 三、盘子架 (trayracks_1 空 ~ trayracks_6 五个)
# 放盘子(盘子 rtdd:plate_0): 逐个放入最多5个
# 取盘子: 空手右键逐个取回
# ============================================================
TRAYRACKS_RULES = [
{"source": "rtdd:trayracks_1", "item": "rtdd:plate_0",
"target": "rtdd:trayracks_2", "consume": 1, "tip": "§a放上1个盘子"},
{"source": "rtdd:trayracks_2", "item": "rtdd:plate_0",
"target": "rtdd:trayracks_3", "consume": 1, "tip": "§a放上1个盘子"},
{"source": "rtdd:trayracks_3", "item": "rtdd:plate_0",
"target": "rtdd:trayracks_4", "consume": 1, "tip": "§a放上1个盘子"},
{"source": "rtdd:trayracks_4", "item": "rtdd:plate_0",
"target": "rtdd:trayracks_5", "consume": 1, "tip": "§a放上1个盘子"},
{"source": "rtdd:trayracks_5", "item": "rtdd:plate_0",
"target": "rtdd:trayracks_6", "consume": 1, "tip": "§a放上1个盘子"},
{"source": "rtdd:trayracks_6", "item": None,
"target": "rtdd:trayracks_5", "giveItem": "rtdd:plate_0", "tip": "§a取回1个盘子"},
{"source": "rtdd:trayracks_5", "item": None,
"target": "rtdd:trayracks_4", "giveItem": "rtdd:plate_0", "tip": "§a取回1个盘子"},
{"source": "rtdd:trayracks_4", "item": None,
"target": "rtdd:trayracks_3", "giveItem": "rtdd:plate_0", "tip": "§a取回1个盘子"},
{"source": "rtdd:trayracks_3", "item": None,
"target": "rtdd:trayracks_2", "giveItem": "rtdd:plate_0", "tip": "§a取回1个盘子"},
{"source": "rtdd:trayracks_2", "item": None,
"target": "rtdd:trayracks_1", "giveItem": "rtdd:plate_0", "tip": "§a取回1个盘子"},
]
# ============================================================
# 四、书柜 (bookcase 系列, 后放先取, 至多13本)
# 放书(书 minecraft:book / 附魔书 minecraft:enchanted_book): 逐个放入,
# stack记录完整物品信息(附魔书附魔不丢)
# 取书: 空手右键, 后放先取(LIFO)
# 方块链: 书柜_1(空)=bookcase, 书柜_2(1本)=bookcase_12, 书柜_3(2本)=bookcase_11,
# 书柜_4(3本)=bookcase_10, 书柜_5(4本)=bookcase_9, 书柜_6(5本)=bookcase_8,
# 书柜_7(6本)=bookcase_7, 书柜_8(7本)=bookcase_6, 书柜_9(8本)=bookcase_5,
# 书柜_10(9本)=bookcase_4, 书柜_11(10本)=b_196, 书柜_12(11本)=bookcase_3,
# 书柜_13(12本)=bookcase_2, 书柜_14(13本)=bookcase_1
# ============================================================
_BOOKCASE_CHAIN = [
"rtdd:bookcase", # 书柜_1(空)
"rtdd:bookcase_12", # 书柜_2(1本)
"rtdd:bookcase_11", # 书柜_3(2本)
"rtdd:bookcase_10", # 书柜_4(3本)
"rtdd:bookcase_9", # 书柜_5(4本)
"rtdd:bookcase_8", # 书柜_6(5本)
"rtdd:bookcase_7", # 书柜_7(6本)
"rtdd:bookcase_6", # 书柜_8(7本)
"rtdd:bookcase_5", # 书柜_9(8本)
"rtdd:bookcase_4", # 书柜_10(9本)
"rtdd:b_196", # 书柜_11(10本)
"rtdd:bookcase_3", # 书柜_12(11本)
"rtdd:bookcase_2", # 书柜_13(12本)
"rtdd:bookcase_1", # 书柜_14(13本)
]
BOOKCASE_RULES = []
# 放入: 第 i 级 -> 第 i+1 级, 书/附魔书, 消耗1, stack记录
for _i in range(len(_BOOKCASE_CHAIN) - 1):
_src, _dst = _BOOKCASE_CHAIN[_i], _BOOKCASE_CHAIN[_i + 1]
BOOKCASE_RULES.append({
"source": _src, "item": "minecraft:book", "target": _dst,
"consume": 1, "record": "stack", "maxCount": 13,
"tip": "§a放入1本书",
})
BOOKCASE_RULES.append({
"source": _src, "item": "minecraft:enchanted_book", "target": _dst,
"consume": 1, "record": "stack", "maxCount": 13,
"tip": "§a放入1本附魔书",
})
# 取回: 第 i 级 -> 第 i-1 级, 空手, 后放先取
for _i in range(len(_BOOKCASE_CHAIN) - 1, 0, -1):
_src, _dst = _BOOKCASE_CHAIN[_i], _BOOKCASE_CHAIN[_i - 1]
BOOKCASE_RULES.append({
"source": _src, "item": None, "target": _dst,
"record": "stack", "tip": "§a取回了书",
})
# ============================================================
# 五、厨具架 (kitchenwarerack, 至多挂2件, 方块状态即组合, 纯切换)
# 可放: 锅铲(spatula) / 锅勺(potandspoon) / 菜刀(cleaver) / 炒锅(wok)
# ============================================================
KITCHENRACK_RULES = [
# ---- 放入 (空架 -> 单件) ----
{"source": "rtdd:kitchenwarerack", "item": "rtdd:spatula",
"target": "rtdd:kitchenwareracka_1", "consume": 1, "tip": "§a放上了锅铲"},
{"source": "rtdd:kitchenwarerack", "item": "rtdd:potandspoon",
"target": "rtdd:kitchenwarerackb_1", "consume": 1, "tip": "§a放上了锅勺"},
{"source": "rtdd:kitchenwarerack", "item": "rtdd:cleaver",
"target": "rtdd:kitchenwarerackd_1", "consume": 1, "tip": "§a放上了菜刀"},
{"source": "rtdd:kitchenwarerack", "item": "rtdd:wok",
"target": "rtdd:kitchenwarerackc_1", "consume": 1, "tip": "§a放上了炒锅"},
# ---- 放入 (单件 -> 双件/组合) ----
{"source": "rtdd:kitchenwareracka_1", "item": "rtdd:spatula",
"target": "rtdd:kitchenwareracka_2", "consume": 1, "tip": "§a再放上一把锅铲"},
{"source": "rtdd:kitchenwareracka_1", "item": "rtdd:potandspoon",
"target": "rtdd:kitchenwareracka_3", "consume": 1, "tip": "§a放上了锅勺"},
{"source": "rtdd:kitchenwarerackb_1", "item": "rtdd:potandspoon",
"target": "rtdd:kitchenwarerackb_2", "consume": 1, "tip": "§a再放上一把锅勺"},
{"source": "rtdd:kitchenwarerackc_1", "item": "rtdd:cleaver",
"target": "rtdd:kitchenwarerackc_2", "consume": 1, "tip": "§a放上了菜刀"},
{"source": "rtdd:kitchenwarerackd_1", "item": "rtdd:cleaver",
"target": "rtdd:kitchenwarerackd_3", "consume": 1, "tip": "§a再放上一把菜刀"},
{"source": "rtdd:kitchenwarerackd_1", "item": "rtdd:spatula",
"target": "rtdd:kitchenwarerackd_2", "consume": 1, "tip": "§a放上了锅铲"},
{"source": "rtdd:kitchenwarerackd_1", "item": "rtdd:potandspoon",
"target": "rtdd:kitchenwarerackd_4", "consume": 1, "tip": "§a放上了锅勺"},
# ---- 取回 (空手右键, 掉落对应厨具) ----
{"source": "rtdd:kitchenwareracka_1", "item": None,
"target": "rtdd:kitchenwarerack",
"dropItem": [{"name": "rtdd:spatula", "count": 1}], "tip": "§a取回了锅铲"},
{"source": "rtdd:kitchenwareracka_2", "item": None,
"target": "rtdd:kitchenwareracka_1",
"dropItem": [{"name": "rtdd:spatula", "count": 1}], "tip": "§a取回了一把锅铲"},
{"source": "rtdd:kitchenwareracka_3", "item": None,
"target": "rtdd:kitchenwareracka_1",
"dropItem": [{"name": "rtdd:potandspoon", "count": 1}], "tip": "§a取回了锅勺"},
{"source": "rtdd:kitchenwarerackb_1", "item": None,
"target": "rtdd:kitchenwarerack",
"dropItem": [{"name": "rtdd:potandspoon", "count": 1}], "tip": "§a取回了锅勺"},
{"source": "rtdd:kitchenwarerackb_2", "item": None,
"target": "rtdd:kitchenwarerackb_1",
"dropItem": [{"name": "rtdd:potandspoon", "count": 1}], "tip": "§a取回了一把锅勺"},
{"source": "rtdd:kitchenwarerackc_1", "item": None,
"target": "rtdd:kitchenwarerack",
"dropItem": [{"name": "rtdd:wok", "count": 1}], "tip": "§a取回了炒锅"},
{"source": "rtdd:kitchenwarerackc_2", "item": None,
"target": "rtdd:kitchenwarerackc_1",
"dropItem": [{"name": "rtdd:cleaver", "count": 1}], "tip": "§a取回了菜刀"},
{"source": "rtdd:kitchenwarerackd_1", "item": None,
"target": "rtdd:kitchenwarerack",
"dropItem": [{"name": "rtdd:cleaver", "count": 1}], "tip": "§a取回了菜刀"},
{"source": "rtdd:kitchenwarerackd_2", "item": None,
"target": "rtdd:kitchenwarerackd_1",
"dropItem": [{"name": "rtdd:spatula", "count": 1}], "tip": "§a取回了锅铲"},
{"source": "rtdd:kitchenwarerackd_3", "item": None,
"target": "rtdd:kitchenwarerackd_1",
"dropItem": [{"name": "rtdd:cleaver", "count": 1}], "tip": "§a取回了一把菜刀"},
{"source": "rtdd:kitchenwarerackd_4", "item": None,
"target": "rtdd:kitchenwarerackd_1",
"dropItem": [{"name": "rtdd:potandspoon", "count": 1}], "tip": "§a取回了锅勺"},
]
# ============================================================
# 六、古式唱片机 (b_108 无碟 / b_109 有碟)
# 放入: 手持任意原版唱片 -> 有碟, 消耗1, 记录唱片(rtdd_disc)
# 取回: 空手右键 -> 无碟 + 原样返还唱片
# 注: 放入后播放曲目为 todo, 后续实现
# ============================================================
RECORDPLAYER_RULES = [
{"source": "rtdd:b_108", "item": "*music_disc",
"target": "rtdd:b_109", "consume": 1, "discPut": True,
"tip": "§a放入了唱片"},
{"source": "rtdd:b_109", "item": None,
"target": "rtdd:b_108", "discGet": True,
"tip": "§a取回了唱片"},
]
# ============================================================
# 七、垃圾桶 (storage_buckets 关闭 / rubbish_bin_2 打开 / b_160 有垃圾)
# 打开: 右键垃圾桶(空手/手持均可) -> 打开桶盖(不消耗)
# 扔垃圾: 打开时手持任意物品右键 -> 有垃圾 + 清空主手
# 关闭: 右键(空手/手持均可) 打开/有垃圾 -> 关闭
# ============================================================
TRASHBIN_RULES = [
{"source": "rtdd:storage_buckets", "item": None,
"target": "rtdd:rubbish_bin_2", "tip": "§a垃圾桶已打开"},
{"source": "rtdd:storage_buckets", "item": "*any",
"target": "rtdd:rubbish_bin_2", "tip": "§a垃圾桶已打开"},
{"source": "rtdd:rubbish_bin_2", "item": None,
"target": "rtdd:storage_buckets", "tip": "§a垃圾桶已关闭"},
{"source": "rtdd:rubbish_bin_2", "item": "*any",
"target": "rtdd:b_160", "clearHand": True, "tip": "§a已丢入垃圾桶"},
{"source": "rtdd:b_160", "item": None,
"target": "rtdd:storage_buckets", "tip": "§a垃圾桶已关闭"},
{"source": "rtdd:b_160", "item": "*any",
"target": "rtdd:storage_buckets", "tip": "§a垃圾桶已关闭"},
]
# ============================================================
# 汇总: 家具家私全部右键转换规则
# ============================================================
FURNITURE_SWITCHES = (ARROWBARREL_RULES + FLUME_RULES + TRAYRACKS_RULES
+ BOOKCASE_RULES + KITCHENRACK_RULES
+ RECORDPLAYER_RULES + TRASHBIN_RULES)
@@ -0,0 +1 @@
# -*- coding: utf-8 -*-
@@ -0,0 +1,603 @@
# -*- coding: utf-8 -*-
"""
================================================================================
家具家私·右键转换引擎(服务端)
================================================================================
处理"家具家私"(xy_furniture) 分类下的全部【右键切换型】转换:
箭桶(存/取箭)、水槽(加水/取水/放洗脏盘)、盘子架(放/取盘)、
书柜(放/取书,后放先取)、厨具架(放/取厨具)、古式唱片机(放/取唱片)、
垃圾桶(开/关/扔垃圾)。
全部为即时右键转换, 无计时, 因此只有一个服务类, 不需要拆分 TimerService。
【事件监听在哪?】
本类【不】监听任何事件!
所有事件由 FeatureDispatcher(xiangyemod/service/FeatureDispatcher.py)统一监听:
- ServerBlockUseEvent → OnBlockUse → 按 blockOwner 路由到本类 handleBlockUse
本类只实现被分发器调用的接口方法, 不关心事件来源。
【规则匹配】
findRecipe 支持五种:
1. 精确匹配 (方块名, 物品名) —— 水槽/盘子架/厨具架/书柜等
2. 唱片机 (方块名, "*music_disc") —— 手持任意原版唱片
3. 箭桶 (方块名, "*arrow") —— 手持任意箭(普通箭/药水箭)
4. 任意物品(方块名, "*any") —— 垃圾桶: 手持任意非空物品右键
5. 空手 (方块名, None) —— 取回/开关类, 只有真正空手才 fallback
【方块记录(存储物品)】
记录写入方块实体数据, 退出重进不丢(rtdd_swt 类型标记):
- count记录(箭桶): 记录一种箭的类型+数量, 字段 rtdd_swt=count /
rtdd_swc=数量 / rtdd_swi=物品名 / rtdd_swa=aux
- stack记录(书柜): 后放先取堆栈, 记录完整物品信息(含userData, 附魔不丢),
字段 rtdd_swt=stack / rtdd_sws=堆栈列表
唱片机单独用 rtdd_disc 记录唱片。SetBlockNew 后 block entity 可能未初始化,
写入带 0.1s 延迟兜底。
【本类怎么做(自上而下的方法系列)】
handleBlockUse ← 入口:分发器转发右键方块事件
├─ findRecipe ← 匹配规则
├─ checkCooldown← 连点冷却
├─ _handleArrowMode ← 箭桶批量存/取箭
└─ handleSwitch ← 其他切换: 读记录→消耗/清手→替换→记记录→给/掉物品→提示
================================================================================
"""
import time
import mod.server.extraServerApi as serverApi
# ---- 网易API基础对象 ----
ServerSystem = serverApi.GetServerSystemCls() # 服务端系统基类
comp = serverApi.GetEngineCompFactory() # 组件工厂
# ---- 继承 BlueFox 框架的系统基类(提供 CreateEngineItemEntity 等方法) ----
from ....BlueFoxTools.SpecialFunciton.BlueFoxSystem import BlueFoxServerSystem
from ....BlueFoxTools.ToolsConfig import LevelId
# ---- 方块实体数据组件(记录箭桶数量/书柜堆栈/唱片) ----
blockEntityDataComp = comp.CreateBlockEntityData(LevelId)
# ---- 游戏组件(AddTimer 延迟写入 block entity 兜底) ----
gameComp = comp.CreateGame(LevelId)
# ---- 只导入家具家私自己的数据库 ----
from ..FurnitureData import FURNITURE_SWITCHES
# ---- 统一分发器 ----
from ...service.FeatureDispatcher import FeatureDispatcher
class FurnitureService(BlueFoxServerSystem):
"""
家具家私·右键转换引擎
【核心数据结构】
furnitureRecipes = {(方块名, 物品名): 规则dict} # O(1) 查找
furnitureBlockSet = {方块名, ...} # O(1) 注册用
cooldown = {key: 时间戳} # 连点冷却表
"""
def __init__(self, namespace, systemName):
"""
初始化:构建规则字典,并注册到统一分发器。
"""
super(FurnitureService, self).__init__(namespace, systemName)
print "===== FurnitureService init ====="
# ---- 构建规则字典(O(1) 查找) ----
self.furnitureRecipes = {}
self.furnitureBlockSet = set()
for sw in FURNITURE_SWITCHES:
key = (sw["source"], sw.get("item"))
self.furnitureRecipes[key] = sw
self.furnitureBlockSet.add(sw["source"])
# ---- 右键冷却表 ----
self.cooldown = {}
# ---- 注册到统一分发器 ----
FeatureDispatcher.register(self)
# ============================================================================
# 一、给 FeatureDispatcher 的接口
# ============================================================================
def getFeatureBlocks(self):
"""返回本功能管辖的所有方块名集合(右键路由用)"""
return self.furnitureBlockSet
def getItemUseOnRules(self):
"""返回"手持物品右键方块表面"的规则(家具家私没有, 返回空)"""
return {}
def handleBlockUse(self, args):
"""
由 FeatureDispatcher 转发的右键方块入口。
只有 blockName 在本功能的方块集合里才会被调用。
返回 True = 本功能处理了这个右键(分发器取消默认行为)
返回 False = 当前组合没有匹配规则(分发器不拦截)
"""
blockName = args.get("blockName")
playerId = args.get("playerId")
x, y, z = args.get("x"), args.get("y"), args.get("z")
pos = (x, y, z)
dim = comp.CreateDimension(playerId).GetEntityDimensionId()
key = (dim, x, y, z)
itemDict = self.getCarriedItem(playerId)
recipe = self.findRecipe(blockName, itemDict)
if not recipe:
return False
# 连点冷却
if not self.checkCooldown(key, recipe.get("switchCd", 0.5)):
return True
# 箭桶模式:批量存/取箭, 单独处理
if recipe.get("arrowMode"):
self._handleArrowMode(recipe, playerId, pos, dim, itemDict, key)
return True
# 其余切换型规则:就地执行
self.handleSwitch(recipe, playerId, pos, dim, itemDict, key)
return True
# ============================================================================
# 二、规则匹配(O(1) 字典查找)
# ============================================================================
def findRecipe(self, blockName, itemDict):
"""
匹配规则, 优先级从高到低:
1. 精确匹配 (方块名, 物品名)
2. 唱片机 (方块名, "*music_disc")
3. 箭桶 (方块名, "*arrow")
4. 任意物品 (方块名, "*any")
5. 空手 (方块名, None) —— 只有真正空手才 fallback
"""
itemName = itemDict.get("newItemName") if itemDict else None
# 1. 精确匹配
recipe = self.furnitureRecipes.get((blockName, itemName))
if recipe:
return recipe
# 2. 唱片机:手持任意原版唱片
if itemName and itemName.startswith("minecraft:music_disc"):
recipe = self.furnitureRecipes.get((blockName, "*music_disc"))
if recipe:
return recipe
# 3. 箭桶:手持任意箭(普通箭/药水箭)
if itemName in ("minecraft:arrow", "minecraft:tipped_arrow"):
recipe = self.furnitureRecipes.get((blockName, "*arrow"))
if recipe:
return recipe
# 4. 任意物品匹配(垃圾桶)
if itemName and itemName != "minecraft:air":
recipe = self.furnitureRecipes.get((blockName, "*any"))
if recipe:
return recipe
# 5. 空手匹配
if not itemName or itemName == "minecraft:air":
return self.furnitureRecipes.get((blockName, None))
return None
# ============================================================================
# 三、箭桶模式(批量存箭/一次性取箭, count记录)
# ============================================================================
def _handleArrowMode(self, recipe, playerId, pos, dim, itemDict, key):
"""
箭桶存/取箭:
存箭: 批量存入手中所有箭, 至多 maxCount(32), 只存一种箭
(方块内已有箭且与手中类型/药水效果不同则不能混存)
取箭: 一次性取回方块记录的全部箭(数量+类型+药水效果aux)
"""
mode = recipe.get("arrowMode")
if mode == "store":
# ---- 存箭 ----
if not itemDict:
return
handCount = itemDict.get("count", 0)
if handCount <= 0:
return
handItemName = itemDict.get("newItemName", "")
handAux = itemDict.get("newAuxValue", 0)
record = self._loadRecord(pos, dim)
# 类型检查: 已有箭且类型不符 -> 不能混存
if record and record.get("count", 0) > 0:
if (record.get("itemName") != handItemName
or record.get("aux", 0) != handAux):
comp.CreateMsg(playerId).NotifyOneMessage(
playerId, "§c箭桶里已有其他种类的箭, 不能混存!")
return
else:
record = {"count": 0, "itemName": handItemName, "aux": handAux}
# 计算实际可存数量
maxCount = recipe.get("maxCount", 32)
if record["count"] >= maxCount:
comp.CreateMsg(playerId).NotifyOneMessage(
playerId, "§c箭桶已满!")
return
storeCount = min(handCount, maxCount - record["count"])
# 从手中扣减 storeCount 只箭
self._consumeCount(playerId, itemDict, storeCount)
# 更新记录
record["count"] += storeCount
# 替换方块
if recipe.get("target"):
self.replaceBlock(pos, dim, recipe["target"], playerId)
# 保存记录到新方块(延迟兜底)
self._saveRecordDelayed(pos, dim, record)
if recipe.get("tip"):
comp.CreateMsg(playerId).NotifyOneMessage(
playerId, "§a存入了 %d 只箭 (共%d/32)" % (storeCount, record["count"]))
elif mode == "retrieve":
# ---- 取箭 ----
record = self._loadRecord(pos, dim)
if not record or record.get("count", 0) <= 0:
return
retCount = record["count"]
retItemName = record["itemName"]
retAux = record.get("aux", 0)
# 给玩家箭
self.giveItem(playerId, retItemName, retCount, retAux)
# 替换方块
if recipe.get("target"):
self.replaceBlock(pos, dim, recipe["target"], playerId)
# 清空记录
self._clearRecord(pos, dim)
if recipe.get("tip"):
comp.CreateMsg(playerId).NotifyOneMessage(
playerId, "§a取回了 %d 只箭" % retCount)
# ============================================================================
# 四、切换型规则处理(水槽/盘子架/书柜/厨具架/唱片机/垃圾桶)
# ============================================================================
def handleSwitch(self, recipe, playerId, pos, dim, itemDict, key):
"""
执行"右键直接转换"类规则:
书柜取回/唱片机取回 → 先读记录
消耗物品/清空主手 → 替换方块 → 记录放入 → 给/掉物品 → 提示
"""
# ---- 取回类: 先读记录(此时方块还是满的/有碟的) ----
discToDrop = None
if recipe.get("discGet"):
discToDrop = self._readDiscData(pos, dim)
self._clearDiscData(pos, dim)
if recipe.get("record") == "stack" and recipe.get("item") is None:
self._popStackAndGive(playerId, pos, dim)
# ---- 消耗物品 ----
if recipe.get("clearHand"):
self.clearHand(playerId)
elif recipe.get("item") is not None and recipe.get("consume", 0) > 0:
self.consumeItem(playerId, itemDict, recipe.get("consume", 1))
# ---- 替换方块 ----
if recipe.get("target"):
self.replaceBlock(pos, dim, recipe["target"], playerId)
# ---- 放入类: 记录到新方块(延迟兜底) ----
if recipe.get("record") == "stack" and recipe.get("item") is not None and itemDict:
self._pushStack(pos, dim, itemDict)
if recipe.get("discPut") and itemDict:
self._writeDiscData(dim, pos, itemDict)
# ---- 掉落物(厨具架取回/唱片取回) ----
if discToDrop:
self._dropItemDict(dim, pos, discToDrop)
if recipe.get("dropItem"):
self.dropItems(dim, pos, recipe["dropItem"])
# ---- 给玩家背包物品(水槽取水/取脏盘子/盘子架取回) ----
if recipe.get("giveItem"):
self.giveItem(playerId, recipe["giveItem"])
# ---- 转换成功提示 ----
if recipe.get("tip"):
comp.CreateMsg(playerId).NotifyOneMessage(playerId, recipe["tip"])
# ============================================================================
# 五、方块记录:count/stack 读写(箭桶/书柜, 字段 rtdd_sw*)
# ============================================================================
def _loadRecord(self, pos, dim):
"""从方块实体数据读出记录: count型 -> {"count","itemName","aux"},
stack型 -> {"stack":[...]}; 无记录返回 None"""
try:
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
if blockData is None:
return None
swt = blockData["rtdd_swt"]
if swt == "count":
return {"count": blockData["rtdd_swc"],
"itemName": blockData["rtdd_swi"],
"aux": blockData["rtdd_swa"]}
if swt == "stack":
return {"stack": blockData["rtdd_sws"]}
return None
except Exception:
return None
def _saveRecord(self, pos, dim, record):
"""把记录写入方块实体数据"""
try:
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
if blockData is None:
return
if "count" in record:
blockData["rtdd_swt"] = "count"
blockData["rtdd_swc"] = record["count"]
blockData["rtdd_swi"] = record.get("itemName", "")
blockData["rtdd_swa"] = record.get("aux", 0)
elif "stack" in record:
blockData["rtdd_swt"] = "stack"
blockData["rtdd_sws"] = record["stack"]
except Exception:
pass
def _saveRecordDelayed(self, pos, dim, record):
"""写入记录, block entity 未初始化则 0.1s 延迟兜底"""
try:
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
if blockData is None:
gameComp.AddTimer(0.1, self._saveRecord, pos, dim, record)
return
self._saveRecord(pos, dim, record)
except Exception:
gameComp.AddTimer(0.1, self._saveRecord, pos, dim, record)
def _clearRecord(self, pos, dim):
"""清除方块实体数据里的记录"""
try:
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
if blockData is not None:
blockData["rtdd_swt"] = ""
blockData["rtdd_swc"] = 0
blockData["rtdd_swi"] = ""
blockData["rtdd_swa"] = 0
blockData["rtdd_sws"] = []
except Exception:
pass
# ---- 书柜 stack 记录: 压栈/弹栈 ----
def _pushStack(self, pos, dim, itemDict):
"""书柜放入: 把书的完整信息压入堆栈(含userData, 附魔不丢)"""
record = self._loadRecord(pos, dim)
if not record:
record = {"stack": []}
record["stack"].append(self._toItemObj(itemDict))
self._saveRecordDelayed(pos, dim, record)
def _popStackAndGive(self, playerId, pos, dim):
"""书柜取回: 弹栈(后放先取)并把书给玩家"""
record = self._loadRecord(pos, dim)
if not record or not record.get("stack"):
return
topItem = record["stack"].pop()
self.giveItemObj(playerId, topItem)
if record["stack"]:
self._saveRecordDelayed(pos, dim, record)
else:
self._clearRecord(pos, dim)
def _toItemObj(self, itemDict):
"""从手持物品 dict 提取可持久化的物品对象"""
return {
"itemName": itemDict.get("newItemName", ""),
"count": itemDict.get("count", 1),
"aux": itemDict.get("newAuxValue", 0),
"userData": itemDict.get("userData", {}),
}
# ============================================================================
# 六、唱片机唱片记录(rtdd_disc)
# ============================================================================
def _writeDiscData(self, dim, pos, itemDict):
"""把放入的唱片(物品名+aux)写入方块实体数据 rtdd_disc, 延迟兜底"""
discInfo = {
"itemName": itemDict.get("newItemName", "minecraft:music_disc_13"),
"aux": itemDict.get("newAuxValue", 0),
}
try:
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
if blockData is None:
gameComp.AddTimer(0.1, self._writeDiscDataDelayed,
dim, pos, discInfo)
return
blockData["rtdd_disc"] = discInfo
except Exception:
gameComp.AddTimer(0.1, self._writeDiscDataDelayed,
dim, pos, discInfo)
def _writeDiscDataDelayed(self, dim, pos, discInfo):
"""延迟写入兜底"""
try:
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
if blockData is not None:
blockData["rtdd_disc"] = discInfo
except Exception:
pass
def _readDiscData(self, pos, dim):
"""从方块实体数据读出唱片信息, 没有返回 None"""
try:
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
if blockData is None:
return None
# 注意: BlockEntityData 需用 [] 访问, 键不存在会抛异常, 捕获后按无记录处理
return blockData["rtdd_disc"]
except Exception:
return None
def _clearDiscData(self, pos, dim):
"""清除方块实体数据里的唱片记录"""
try:
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
if blockData is not None:
blockData["rtdd_disc"] = None
except Exception:
pass
def _dropItemDict(self, dim, pos, itemDict):
"""以掉落物形式生成一个物品(唱片取回)"""
try:
self.CreateEngineItemEntity(
{"itemName": itemDict["itemName"],
"count": 1,
"auxValue": itemDict.get("aux", 0)},
dim, (pos[0], pos[1] + 0.5, pos[2]))
except Exception:
pass
# ============================================================================
# 七、工具方法:获取玩家主手物品
# ============================================================================
def getCarriedItem(self, playerId):
itemComp = comp.CreateItem(playerId)
return itemComp.GetPlayerItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED, 0)
# ============================================================================
# 八、工具方法:给玩家物品
# ============================================================================
def giveItem(self, playerId, itemName, count=1, aux=0, userData=None):
"""往玩家背包塞一个物品, 背包满则掉地上"""
try:
itemDict = {"itemName": itemName, "count": count, "auxValue": aux}
if userData:
itemDict["userData"] = userData
comp.CreateItem(playerId).SpawnItemToPlayerInv(itemDict, playerId)
except Exception:
pass
def giveItemObj(self, playerId, itemObj):
"""按持久化物品对象给玩家(书柜弹栈取回, 保留附魔)"""
try:
itemDict = {"itemName": itemObj["itemName"],
"count": itemObj.get("count", 1),
"auxValue": itemObj.get("aux", 0)}
if itemObj.get("userData"):
itemDict["userData"] = itemObj["userData"]
comp.CreateItem(playerId).SpawnItemToPlayerInv(itemDict, playerId)
except Exception:
pass
# ============================================================================
# 九、工具方法:消耗物品
# ============================================================================
def consumeItem(self, playerId, itemDict, amount=1):
if itemDict is None:
return
count = itemDict.get("count", 0)
if count <= amount:
comp.CreateItem(playerId).SetEntityItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
{"itemName": "minecraft:air", "count": 0, "auxValue": 0})
else:
itemDict["count"] = count - amount
comp.CreateItem(playerId).SetEntityItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
{"itemName": itemDict["newItemName"],
"count": itemDict["count"],
"auxValue": itemDict.get("newAuxValue", 0)})
def _consumeCount(self, playerId, itemDict, amount):
"""批量扣减指定数量(箭桶存箭)"""
if not itemDict or amount <= 0:
return
count = itemDict.get("count", 0)
if count <= amount:
comp.CreateItem(playerId).SetEntityItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
{"itemName": "minecraft:air", "count": 0, "auxValue": 0})
else:
itemDict["count"] = count - amount
comp.CreateItem(playerId).SetEntityItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
{"itemName": itemDict["newItemName"],
"count": itemDict["count"],
"auxValue": itemDict.get("newAuxValue", 0)})
def clearHand(self, playerId):
"""清空主手全部物品(垃圾桶扔垃圾)"""
comp.CreateItem(playerId).SetEntityItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
{"itemName": "minecraft:air", "count": 0, "auxValue": 0})
# ============================================================================
# 十、工具方法:替换方块
# ============================================================================
def replaceBlock(self, pos, dim, newBlockName, playerId=None):
"""
替换指定位置的方块。
playerId 可为 None, 用 LevelId 创建组件。
"""
creator = playerId if playerId is not None else LevelId
aux = 0
try:
oldBlock = comp.CreateBlockInfo(creator).GetBlockNew(pos, dim)
aux = oldBlock.get("aux", 0)
except Exception:
aux = 0
comp.CreateBlockInfo(creator).SetBlockNew(
pos,
blockDict={"name": newBlockName, "aux": aux},
oldBlockHandling=0,
dimensionId=dim)
# ============================================================================
# 十一、工具方法:以掉落物形式生成物品(厨具架取回)
# ============================================================================
def dropItems(self, dim, pos, dropList):
"""
dropList 格式:[{"name": "xxx", "count": N}, ...]
在方块上方生成掉落物实体, 让它自然掉到地上。
"""
for d in dropList:
itemDict = {
"itemName": d["name"],
"count": d.get("count", 1),
"auxValue": d.get("aux", 0),
}
self.CreateEngineItemEntity(itemDict, dim, (pos[0], pos[1] + 0.5, pos[2]))
# ============================================================================
# 十二、工具方法:冷却检查
# ============================================================================
def checkCooldown(self, key, cd=0.5):
"""
右键冷却:同一方块 cd 秒内只响应一次, 防止连点刷物品/刷提示。
"""
now = time.time()
last = self.cooldown.get(key, 0)
if now - last < cd:
return False
self.cooldown[key] = now
return True
@@ -0,0 +1 @@
# -*- coding: utf-8 -*-
@@ -1,764 +0,0 @@
# -*- coding: utf-8 -*-
"""
================================================================================
工具方块切换引擎(服务端)
================================================================================
这个文件负责所有"普通工具方块"的右键转换逻辑,和做菜(CookingService)彻底分开。
【一句话概括】
玩家右键工具方块(箭桶、挂肉钩、水槽、盘子架、药水架、书柜……) →
查 BlockSwitchData 有没有匹配的规则 → 消耗物品 → 替换方块 → 保存记录
【为什么单独拆一个类】
原来做菜和工具切换都在 CookingService 里,右键时每次都要同时碰到两套数据,
内存和逻辑都搅在一起。现在拆成两个系统:
- CookingService → 只处理做菜配方(RECIPES)
- BlockSwitchService → 只处理工具方块切换(BLOCK_SWITCHES)
两个系统都监听同一个 ServerBlockUseEvent,
但各自在事件第一行用 switchBlockSet/cookBlockSet(O(1) 的 set)按方块名拦截:
不是自己的方块直接 return,互不干扰,各自只查自己那一份数据。
【事件监听】
- ServerBlockUseEvent → 玩家右键方块(工具切换主入口)
- ServerItemTryUseEvent → 玩家尝试使用物品(拦截喝药水等默认行为)
【保存/持久化】
箭桶、药水架、书柜这类有 record 记录的方块,把放进来的物品记录在
方块实体数据里(字段 rtdd_swt/rtdd_swc/rtdd_swi/rtdd_sws),
这样玩家退出游戏再重进,loadSwitchRecord 还能从方块里把物品读回来。
================================================================================
"""
import time
import mod.server.extraServerApi as serverApi
# ---- 网易API基础对象 ----
ServerSystem = serverApi.GetServerSystemCls() # 服务端系统基类
comp = serverApi.GetEngineCompFactory() # 组件工厂,用来创建各种功能组件
# ---- 继承 BlueFox 框架的系统基类 ----
# BlueFoxServerSystem 会自动处理 LoadMod / UnloadMod 等生命周期,
# 不需要手动写,继承后框架自动发现并注册(ModLoader 的 GetLastSubclass)
from ...BlueFoxTools.SpecialFunciton.BlueFoxSystem import BlueFoxServerSystem
from ...BlueFoxTools.ToolsConfig import LevelId
# ---- 方块实体数据组件 ----
# GetBlockEntityData 返回的 BlockEntityData 对象支持 [] 操作,直接赋值即可持久化。
blockEntityDataComp = comp.CreateBlockEntityData(LevelId)
# ---- 游戏组件(用于 AddTimer 延迟写入 block entity) ----#
gameComp = comp.CreateGame(LevelId)
# ---- 导入工具方块切换规则 ----
# BLOCK_SWITCHES 是一个列表,每条规则是一个 dict,格式见 BlockSwitchData.py 顶部注释
from ..BlockSwitchData import BLOCK_SWITCHES
# ---- 已由 DeadmobService/DeadmobTimerService 接管的死亡生物方块 ----
# 这些方块属于"死亡生物"(xy_deadmob) 分类,由新系统处理(挂肉钩切肉/鱼晾干/死鱼切块),
# 工具切换系统必须跳过,否则右键会触发旧规则(含逆向退回),和新系统双重响应产生冲突。
_DEADMOB_OWNED = set([
"rtdd:meathook",
"rtdd:cow_0", "rtdd:cow_1", "rtdd:cow_2", "rtdd:cow_3",
"rtdd:pig_0", "rtdd:pig_1", "rtdd:pig_2", "rtdd:pig_3",
"rtdd:sheep", "rtdd:sheep_1", "rtdd:sheep_2", "rtdd:sheep_3",
"rtdd:hang_meat_hooks_1", "rtdd:hang_meat_hooks_2",
"rtdd:hang_meat_hooks_3", "rtdd:hang_meat_hooks_4",
"rtdd:meathookcod_1", "rtdd:meathookcod_2", "rtdd:meathookcoddry",
"rtdd:killfish_0", "rtdd:killfish_1", "rtdd:killfish_2", "rtdd:killfish_3",
"rtdd:killcod_0", "rtdd:killcod_1", "rtdd:killcod_2",
"rtdd:deadsquida", "rtdd:dead_squid_1",
# 旧版挂鱼方块(minecraft:fish 挂肉钩),已被新挂鱼(鲑鱼/鳕鱼)取代
"rtdd:fish_1", "rtdd:fish_2",
])
# ================================================================================
# 工具函数:读取物品 userData 里的嵌套字段
# ================================================================================
def getUserDataField(itemDict, *keys):
"""
从物品 dict 的 userData 里一层层往下读。
中间某一层不存在会自动创建空 dict,不会报错。
"""
itemDict['userData'] = itemDict.get('userData', {})
if itemDict.get('userData') is None:
itemDict['userData'] = {}
node = itemDict['userData']
for key in keys:
node[key] = node.get(key, {})
node = node[key]
return node
# ================================================================================
# 工具方块切换引擎主类
# ================================================================================
class BlockSwitchService(BlueFoxServerSystem):
"""
通用工具方块切换引擎
【核心数据结构】
switchRecord = {
(维度ID, x, y, z): { # 用方块坐标当 key,每个方块独立
"count": 整数, # recordType="count" 时记录数量(如箭桶里有多少箭)
"itemName": 字符串, # recordType="count" 时记录物品名(如"minecraft:arrow")
"stack": [物品信息列表], # recordType="stack" 时记录后进先出的物品堆
}
}
这个数据同时存在两处:
1. 内存(self.switchRecord)—— 快,关服就没了
2. 方块实体数据(blockEntityData)—— 慢一点,但关服重启后还在
每次操作都会同步更新两处,保证重启不丢记录
"""
def __init__(self, namespace, systemName):
"""
初始化:清空记录数据、注册事件监听、构建工具切换规则字典
"""
super(BlockSwitchService, self).__init__(namespace, systemName)
print "===== BlockSwitchService init ====="
self.switchRecord = {} # 工具方块的记录数据(箭桶数量、药水架顺序等)
self.switchCooldown = {} # 工具方块切换冷却时间(防止连点)
self._cancelItemUse = {} # 将要取消下一次物品使用的玩家ID集合(防止喝药水等)
self.ListenEvent() # 注册游戏事件监听
# ---- 构建工具切换规则字典(O(1) 查找) ----
# key = (方块名, 物品名),value = 规则dict
self.switchRecipes = {}
for switch in BLOCK_SWITCHES:
key = (switch["source"], switch.get("item"))
self.switchRecipes[key] = switch
# ---- 构建工具方块名集合(O(1) 快速拦截,第一道过滤) ----
# 事件进来先判断方块名在不在这个集合里,不在直接 return,
# 这样做菜方块的右键事件根本不会进到本系统的字典查找
self.switchBlockSet = set()
for switch in BLOCK_SWITCHES:
self.switchBlockSet.add(switch["source"])
def Destroy(self):
"""
系统销毁时取消所有事件监听,防止内存泄漏
"""
print "===== BlockSwitchService Destroy ====="
self.UnListenEvent()
# ============================================================================
# 事件注册与注销
# ============================================================================
def ListenEvent(self):
"""
注册两个游戏事件:
1. ServerBlockUseEvent —— 玩家右键方块(工具切换入口)
2. ServerItemTryUseEvent —— 玩家尝试使用物品(拦截喝药水等默认行为)
"""
# 事件1:玩家右键方块
self.ListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerBlockUseEvent", self, self.OnBlockUse)
# 事件2:玩家尝试使用物品(拦截喝药水)
self.ListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerItemTryUseEvent", self, self.OnItemTryUse)
def UnListenEvent(self):
"""
注销事件监听,和 ListenEvent 一一对应
"""
self.UnListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerBlockUseEvent", self, self.OnBlockUse)
self.UnListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerItemTryUseEvent", self, self.OnItemTryUse)
# ============================================================================
# 主入口:玩家右键方块
# ============================================================================
def OnBlockUse(self, args):
"""
玩家右键方块时触发,是工具方块切换的入口。
流程:
1. 先按方块名判断是不是本系统管辖的工具方块(O(1) set 拦截)
- 不是 → 直接 return(这是做菜方块的右键,交给 CookingService 处理)
2. 拿到被右键的方块名、玩家ID、方块坐标
3. 看玩家手里拿了什么物品
4. 拿着"方块名+手里物品名"去工具切换字典里 O(1) 查找
5. 命中规则 → 执行工具切换逻辑
"""
# ---- 第一步:提取事件参数 ----
blockName = args.get("blockName") # 被右键的方块名
playerId = args.get("playerId") # 谁右键的
x, y, z = args.get("x"), args.get("y"), args.get("z") # 方块坐标
pos = (x, y, z) # 坐标打包成元组
dim = comp.CreateDimension(playerId).GetEntityDimensionId() # 玩家在哪个维度
key = (dim, x, y, z) # 完整的唯一标识:维度+坐标
# ---- 第二步:O(1) 方块名拦截 ----
# 只有工具方块的右键才归本系统处理;做菜方块直接放过,交给 CookingService
if blockName in _DEADMOB_OWNED:
# 死亡生物方块由新系统(DeadmobService)处理,本系统跳过
return
if blockName not in self.switchBlockSet:
return
# ---- 第三步:拿到玩家手里拿的物品 ----
itemDict = self.getCarriedItem(playerId)
# ---- 第四步:查工具切换规则(O(1) 字典查找) ----
recipe = self.findRecipe(blockName, itemDict)
if not recipe:
# 方块是工具方块,但当前组合没有匹配的规则(比如手里物品不对)→ 不拦截
return
# 找到规则后,取消默认行为(如喝药水、吃食物等),由本 Mod 全权接管
args['cancel'] = True
# 同时标记该玩家下一次物品使用事件也要取消,防止喝药水等默认行为
self._cancelItemUse[playerId] = True
# ---- 第五步:加载方块历史记录到内存 ----
# 这样 handleSwitch 里直接从 self.switchRecord 取就行
self._loadBlockDataToMemory(key, playerId, pos, dim)
# ---- 第六步:执行工具切换 ----
self.handleSwitch(recipe, playerId, pos, dim, itemDict, key, blockName)
# ============================================================================
# 拦截物品使用事件(防止喝药水等默认行为)
# ============================================================================
def OnItemTryUse(self, args):
playerId = args.get("playerId")
if self._cancelItemUse.pop(playerId, False):
args['cancel'] = True
# ============================================================================
# 规则匹配(O(1) 字典查找)
# ============================================================================
def findRecipe(self, blockName, itemDict):
"""
在工具切换字典中 O(1) 查找匹配的规则。
匹配条件:
1. 先精确匹配 (方块名, 物品名)
2. 如果没找到,尝试匹配 (方块名, None) —— 空手也能触发的规则
3. 如果匹配到的是 arrowMode 规则,额外检查手中物品是否为箭
返回:匹配到的规则 dict,找不到返回 None
"""
itemName = itemDict.get("newItemName") if itemDict else None
# 精确匹配:(方块名, 物品名)
recipe = self.switchRecipes.get((blockName, itemName))
if recipe:
return recipe
# 空手匹配:(方块名, None)
recipe = self.switchRecipes.get((blockName, None))
if recipe:
# 如果规则是 arrowMode 存箭模式,检查手中物品是否为箭
if recipe.get("arrowMode") == "store":
if itemDict and self._isArrow(itemDict):
return recipe
return None
return recipe
return None
def _isArrow(self, itemDict):
"""
判断手中物品是否为箭(普通箭或药水箭)。
返回 True/False。
"""
if not itemDict:
return False
itemName = itemDict.get("newItemName", "")
return itemName == "minecraft:arrow" or itemName == "minecraft:tipped_arrow"
# ============================================================================
# 工具方块切换处理
# ============================================================================
def handleSwitch(self, recipe, playerId, pos, dim, itemDict, key, blockName):
"""
处理工具方块的切换逻辑(箭桶、挂肉钩、水槽、盘子架、药水架、书柜等)。
支持三种模式:
1. recordType="count" → 记录一种物品+数量(如箭桶存箭)
2. recordType="stack" → 后进先出堆栈(如药水架、书柜)
3. 无 record → 纯切换,不记录(如挂肉钩直接换状态)
流程:
1. 如果是计时型(type="timer"),直接替换方块,不消耗物品
2. 如果是切换型(type="switch"),根据 recordType 决定记录方式
3. 消耗物品、替换方块、更新记录(记录写入方块实体数据,退出重进不丢)
"""
# ---- 如果规则指定了 tool,检查玩家手里是不是拿着指定工具 ----
if recipe.get("tool"):
if not itemDict:
return
carriedItem = itemDict.get("newItemName", "")
# 简单判断:物品名是否包含工具名
if recipe["tool"] not in carriedItem:
return
# ---- 冷却检查:防止连点右键瞬间切换多次 ----
now = time.time()
lastOp = self.switchCooldown.get(key, 0)
cd = recipe.get("switchCd", 0.5)
if now - lastOp < cd:
return
self.switchCooldown[key] = now
# ---- 箭桶模式(arrowMode):存箭 / 取箭 ----
# 独立于普通 count/stack 逻辑,因为箭桶需要批量操作
arrowMode = recipe.get("arrowMode")
if arrowMode:
self._handleArrowMode(arrowMode, recipe, playerId, pos, dim, itemDict, key, blockName)
return
# ---- 计时型:直接替换方块,不消耗物品,不记录 ----
if recipe.get("type") == "timer":
if recipe.get("target"):
self.replaceBlock(pos, dim, recipe["target"], playerId)
return
# ---- 切换型 ----
# 内存中已有数据(_loaBlockDataToMemory 已加载),直接用
record = self.switchRecord.get(key)
# ---- 正向操作:往方块里放东西(source == 被右键的方块) ----
if recipe["source"] == blockName and recipe.get("item") is not None:
# 玩家手里有物品,往方块里放
needSave = False # 标记是否需要保存记录到方块
if recipe.get("record"):
if recipe.get("recordType") == "count":
# 数量记录型:只记录一种物品的总数
if not record:
record = {
"count": 0,
"itemName": itemDict["newItemName"],
"auxValue": itemDict.get("newAuxValue", 0),
}
# 检查是否满了
maxCount = recipe.get("maxCount", 999)
if record["count"] >= maxCount:
return
# 记录物品+1
record["count"] += 1
needSave = True
elif recipe.get("recordType") == "stack":
# 堆栈记录型:后进先出,记录每种物品的完整信息
if not record:
record = {"stack": []}
maxCount = recipe.get("maxCount", 999)
if len(record["stack"]) >= maxCount:
return
# 把物品信息压入堆栈
record["stack"].append({
"itemName": itemDict["newItemName"],
"count": itemDict.get("count", 1),
"auxValue": itemDict.get("newAuxValue", 0),
"userData": itemDict.get("userData", {}),
})
needSave = True
# 消耗物品
if recipe.get("consume", 1) > 0:
self.consumeItem(playerId, itemDict, recipe.get("consume", 1))
# 替换方块(旧方块销毁,新方块出现)
if recipe.get("target"):
self.replaceBlock(pos, dim, recipe["target"], playerId)
# ★ 关键:替换完方块后再保存记录到新方块上,否则数据随旧方块一起销毁
if needSave:
self._saveRecord(key, playerId, pos, dim, record)
# 如果规则指定了给物品(如烧烤架浇水给桶)
if recipe.get("giveItem"):
self.giveItem(playerId, recipe["giveItem"])
return
# ---- 逆向操作:从方块里取东西(空手右键或取回物品) ----
if recipe["source"] == blockName and recipe.get("item") is None:
needSaveRecord = False # 是否需要保存记录
needClearRecord = False # 是否需要清除记录
if recipe.get("record") and record:
if recipe.get("recordType") == "count":
# 数量记录型取回:给玩家对应的物品,数量-1
if record["count"] > 0:
self.giveItem(playerId, record["itemName"])
record["count"] -= 1
if record["count"] <= 0:
needClearRecord = True
else:
needSaveRecord = True
elif recipe.get("recordType") == "stack":
# 堆栈记录型取回:后进先出,取最后一个放的物品
if record["stack"]:
topItem = record["stack"].pop()
comp.CreateItem(playerId).SpawnItemToPlayerInv(
{"itemName": topItem["itemName"],
"count": topItem["count"],
"auxValue": topItem["auxValue"],
"userData": topItem.get("userData", {})},
playerId)
if not record["stack"]:
needClearRecord = True
else:
needSaveRecord = True
# 如果规则直接指定了给什么物品(水槽、盘子架取回、挂肉钩退回等)
if recipe.get("giveItem"):
self.giveItem(playerId, recipe["giveItem"])
# 替换方块(旧方块销毁,新方块出现)
if recipe.get("target"):
self.replaceBlock(pos, dim, recipe["target"], playerId)
# ★ 关键:替换完方块后再保存/清除记录,否则数据随旧方块一起销毁
if needClearRecord:
self.clearSwitchRecord(key, playerId, pos, dim)
elif needSaveRecord:
self._saveRecord(key, playerId, pos, dim, record)
return
# ============================================================================
# 通用持久化帮手(避免重复的 try/except/Get/Set 写法)
# ============================================================================
def _writeBlockData(self, dim, pos, **kwargs):
"""
通用方块实体数据写入。
GetBlockEntityData 返回的 BlockEntityData 对象支持 [] 操作,
直接赋值即可持久化。官方没有 SetBlockEntityData 方法。
"""
try:
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
if blockData is None:
return
for key, value in kwargs.items():
blockData[key] = value
except Exception as e:
pass
def _saveRecord(self, key, playerId, pos, dim, record):
"""
同时更新内存和方块实体数据中的工具方块记录。
替代原本重复出现的:
self.switchRecord[key] = record
self.saveSwitchRecord(playerId, pos, dim, record)
"""
self.switchRecord[key] = record
self.saveSwitchRecord(playerId, pos, dim, record)
# ============================================================================
# 统一数据加载入口(玩家右键工具方块时先把方块数据恢复到内存)
# ============================================================================
def _loadBlockDataToMemory(self, key, playerId, pos, dim):
"""
在确定玩家右键命中了一个工具切换规则后,立刻把方块里存的记录加载到内存。
这样 handleSwitch 里就不用自己加载了,直接从 self.switchRecord 取就行。
"""
if key not in self.switchRecord:
switchInfo = self.loadSwitchRecord(playerId, pos, dim)
if switchInfo:
self.switchRecord[key] = switchInfo
# ============================================================================
# 工具方块记录持久化(药水架、书柜、箭桶等)
# ============================================================================
def saveSwitchRecord(self, playerId, pos, dim, record):
"""
把工具方块的记录数据写入方块实体数据。
记录类型:count型(箭桶)→ rtdd_swt/swc/swi,stack型(书柜/药水架)→ rtdd_swt/sws
记录存在方块实体数据里,所以玩家退出游戏再重进,
loadSwitchRecord 还能从方块里把物品读回来。
"""
if "count" in record:
self._writeBlockData(dim, pos,
rtdd_swt="count",
rtdd_swc=record["count"],
rtdd_swi=record.get("itemName", ""),
rtdd_swa=record.get("auxValue", 0))
elif "stack" in record:
self._writeBlockData(dim, pos,
rtdd_swt="stack",
rtdd_sws=record["stack"])
def loadSwitchRecord(self, playerId, pos, dim):
"""
从方块实体数据里读取工具方块的记录数据。
返回:
有数据 → {"count": N, "itemName": "xxx"} 或 {"stack": [...]}
没有 → None
"""
try:
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
if blockData is None:
return None
swt = blockData["rtdd_swt"]
if swt == "count":
count = blockData["rtdd_swc"]
itemName = blockData["rtdd_swi"]
try:
auxValue = blockData["rtdd_swa"]
except (KeyError, Exception):
auxValue = 0
return {
"count": count,
"itemName": itemName,
"auxValue": auxValue,
}
elif swt == "stack":
stack = blockData["rtdd_sws"]
return {
"stack": stack,
}
else:
return None
except Exception as e:
return None
def clearSwitchRecord(self, key, playerId, pos, dim):
"""
清除工具方块的记录数据(内存+方块实体数据)。
"""
self.switchRecord.pop(key, None)
self._writeBlockData(dim, pos, rtdd_swt="", rtdd_swc=0, rtdd_swi="", rtdd_swa=0, rtdd_sws=[])
# ============================================================================
# 箭桶模式(arrowMode):存箭 / 取箭
# ============================================================================
def _handleArrowMode(self, arrowMode, recipe, playerId, pos, dim, itemDict, key, blockName):
"""
处理箭桶的存箭/取箭逻辑。
【存箭流程】
1. 检查手中是否为箭(_isArrow 已在 findRecipe 验证过)
2. 检查方块是否有记录且类型匹配:
a. 已有记录 → 检查手中箭类型(itemName+auxValue)是否匹配 → 不匹配则 return
b. 无记录 → 新建记录
3. 计算实际可存数量 = min(手中数量, maxCount - 已有数量)
4. 如果可存数量 <= 0 → return
5. 从手中扣减,更新记录,替换方块
【取箭流程】
1. 检查方块是否有记录且 count > 0
2. 给玩家手中/背包添加 count 只箭(itemName + auxValue 按记录)
3. 清空记录,替换方块
"""
record = self.switchRecord.get(key)
if arrowMode == "store":
# ---- 存箭 ----
handCount = itemDict.get("count", 0)
if handCount <= 0:
return
handItemName = itemDict.get("newItemName", "")
handAuxValue = itemDict.get("newAuxValue", 0)
# 检查方块是否有记录且类型匹配
if record and record["count"] > 0:
# 已有记录 → 检查箭类型是否一致
if record.get("itemName") != handItemName or record.get("auxValue", 0) != handAuxValue:
return # 类型不匹配,不能混存
else:
# 无记录 → 新建
record = {
"count": 0,
"itemName": handItemName,
"auxValue": handAuxValue,
}
# 计算实际可存数量
maxCount = recipe.get("maxCount", 32)
if record["count"] >= maxCount:
return # 已满
storeCount = min(handCount, maxCount - record["count"])
# 从玩家手中扣减
self._consumeItemCount(playerId, itemDict, storeCount)
# 更新记录
record["count"] += storeCount
# 替换方块
if recipe.get("target"):
self.replaceBlock(pos, dim, recipe["target"], playerId)
# ★ 保存记录到新方块
# 注意:这里不用延迟写入。虽然 SetBlockNew 替换方块后 block entity
# 可能尚未完全初始化,但 GetBlockEntityData 仍然能获取到对象并写入。
# 延迟写入反而可能导致退出游戏后数据不持久化。
self._saveRecord(key, playerId, pos, dim, record)
elif arrowMode == "retrieve":
# ---- 取箭 ----
if not record or record["count"] <= 0:
return
retCount = record["count"]
retItemName = record["itemName"]
retAuxValue = record.get("auxValue", 0)
# 给玩家箭
self.giveItem(playerId, retItemName, retCount, retAuxValue)
# 替换方块
if recipe.get("target"):
self.replaceBlock(pos, dim, recipe["target"], playerId)
# ★ 清空记录
self.clearSwitchRecord(key, playerId, pos, dim)
def _consumeItemCount(self, playerId, itemDict, amount):
"""
从玩家主手批量扣减指定数量的物品。
如果手中数量刚好等于 amount → 清空主手。
如果手中数量大于 amount → 减少 amount。
"""
if not itemDict or amount <= 0:
return
count = itemDict.get("count", 0)
if count <= amount:
# 数量不够或刚好用完 → 清空主手
comp.CreateItem(playerId).SetEntityItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
{"itemName": "minecraft:air", "count": 0, "auxValue": 0})
else:
# 数量够 → 减少 amount 个
itemDict["count"] = count - amount
comp.CreateItem(playerId).SetEntityItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
{"itemName": itemDict["newItemName"],
"count": itemDict["count"],
"auxValue": itemDict.get("newAuxValue", 0)})
# ============================================================================
# 延迟写入帮手(解决 SetBlockNew 替换方块后 block entity 未初始化的问题)
# ============================================================================
def _saveRecordDelayed(self, key, playerId, pos, dim, record):
"""
延迟一帧保存记录到方块实体数据。
SetBlockNew 替换方块后,新方块的 block entity 需要引擎内部初始化时间,
立即 GetBlockEntityData 可能返回 None 导致写入静默失败。
先更新内存,再延迟写入方块实体。
"""
self.switchRecord[key] = record
gameComp.AddTimer(0.1, self.saveSwitchRecord, playerId, pos, dim, record)
def _clearRecordDelayed(self, key, playerId, pos, dim):
"""
延迟一帧清除方块实体数据。
"""
self.switchRecord.pop(key, None)
gameComp.AddTimer(0.1, self._clearRecordWrite, playerId, pos, dim)
def _clearRecordWrite(self, playerId, pos, dim):
"""
实际执行清除写入(被 AddTimer 调用)。
"""
self._writeBlockData(dim, pos, rtdd_swt="", rtdd_swc=0, rtdd_swi="", rtdd_swa=0, rtdd_sws=[])
# ============================================================================
# 工具方法:获取玩家手中物品
# ============================================================================
def getCarriedItem(self, playerId):
"""
获取玩家主手(右手)拿的物品。
空手返回 None。
"""
itemComp = comp.CreateItem(playerId)
return itemComp.GetPlayerItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED, 0)
# ============================================================================
# 工具方法:消耗物品
# ============================================================================
def consumeItem(self, playerId, itemDict, amount=1):
"""
消耗玩家主手物品的指定数量。
如果数量不够 → 清空主手;如果数量够 → 减少对应数量。
"""
if itemDict is None:
return
count = itemDict.get("count", 0)
if count <= amount:
# 数量不够或刚好用完 → 清空主手
comp.CreateItem(playerId).SetEntityItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
{"itemName": "minecraft:air", "count": 0, "auxValue": 0})
else:
# 数量够 → 减少 amount 个
itemDict["count"] = count - amount
comp.CreateItem(playerId).SetEntityItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
{"itemName": itemDict["newItemName"],
"count": itemDict["count"],
"auxValue": itemDict.get("newAuxValue", 0)})
# ============================================================================
# 工具方法:替换方块
# ============================================================================
def replaceBlock(self, pos, dim, newBlockName, playerId, aux=None):
"""
把指定位置的方块替换成新方块。
对照 BlockBlock.py 的标准写法:
- 使用命名参数
- oldBlockHandling=0 表示直接替换(不保留旧方块数据)
- aux 默认继承旧方块朝向,这样替换后不会转方向
"""
if aux is None:
try:
oldBlock = comp.CreateBlockInfo(playerId).GetBlockNew(pos, dim)
aux = oldBlock.get("aux", 0)
except:
aux = 0
comp.CreateBlockInfo(playerId).SetBlockNew(
pos,
blockDict={"name": newBlockName, "aux": aux},
oldBlockHandling=0,
dimensionId=dim)
# ============================================================================
# 工具方法:给玩家物品
# ============================================================================
def giveItem(self, playerId, itemName, count=1, auxValue=0):
"""
往玩家背包里塞一个物品。
如果背包满了,物品会掉在地上。
"""
comp.CreateItem(playerId).SpawnItemToPlayerInv(
{"itemName": itemName, "count": count, "auxValue": auxValue}, playerId)
@@ -1,791 +0,0 @@
# -*- coding: utf-8 -*-
"""
================================================================================
通用烹饪引擎(服务端)
================================================================================
这个文件是整个模组最核心的"大脑",所有做菜相关的逻辑都在这里。
它不关心具体做什么菜——具体菜谱全在 RecipeData.py 里。
它只负责"当玩家对某个方块右键时,查菜谱、耗材料、换方块、记进度"这套通用流程。
【一句话概括】
玩家右键烹饪方块 → 引擎查 RecipeData 有没有匹配的配方 →
有就消耗手上物品 → 替换方块/记录翻炒进度 → 完成做菜
【为什么和工具切换分开】
原本做菜和普通工具方块切换(箭桶、水槽、书架、药水架等)都在这个类里。
现在已拆成两个独立系统:
- CookingService → 只处理做菜配方(RECIPES),本文件
- BlockSwitchService → 只处理工具方块切换(BLOCK_SWITCHES)
两个系统都监听同一个 ServerBlockUseEvent,
各自在事件第一行用 cookBlockSet/switchBlockSet(O(1) 的 set)按方块名拦截,
不是自己的方块直接 return,互不干扰,各自只查自己那一份数据。
【设计原则】
- 加新菜不改代码:在 RecipeData.py 加一条配方就行,这里一行不用动
- 所有做菜逻辑一处维护:炒锅、煎锅、油锅、架锅、蒸笼……全走同一个引擎
- 翻炒进度存方块里:服务器重启后数据不丢,玩家能继续翻
【用法】
在 modMain.py 里注册这个系统即可:
serverApi.RegisterSystem("rtdd", "CookingService",
"Script_NeteaseModousIY5aSF.xiangyemod.service.CookingService.CookingService")
【事件监听】
- ServerBlockUseEvent → 玩家右键方块(做菜主入口)
- ServerPlayerTryDestroyBlockEvent → 玩家拆方块(掉落食材)
================================================================================
"""
import time
import mod.server.extraServerApi as serverApi
# ---- 网易API基础对象 ----
ServerSystem = serverApi.GetServerSystemCls() # 服务端系统基类
comp = serverApi.GetEngineCompFactory() # 组件工厂,用来创建各种功能组件
# ---- 继承 BlueFox 框架的系统基类 ----
# BlueFoxServerSystem 会自动处理 LoadMod / UnloadMod 等生命周期,
# 不需要手动写,继承后框架自动发现并注册
from ...BlueFoxTools.SpecialFunciton.BlueFoxSystem import BlueFoxServerSystem
from ...BlueFoxTools.ToolsConfig import LevelId
# ---- 方块实体数据组件 ----
# GetBlockEntityData 返回的 BlockEntityData 对象支持 [] 操作,直接赋值即可持久化。
# 参考官方文档:方块实体数据组件只有 GetBlockEntityData,没有 SetBlockEntityData。
blockEntityDataComp = comp.CreateBlockEntityData(LevelId)
# ---- 导入所有配方 ----
# RECIPES 是一个列表,每条配方是一个 dict,格式见 RecipeData.py 顶部注释
from ..RecipeData import RECIPES, inferBaseBlock, BELOW_CAMPFIRE
# ---- 已由 FeatureDispatcher/BarbecueService 接管的烧烤方块 ----
# 这些方块属于"烧烤"(xy_barbecue) 分类,由新系统处理(支杆+营火机制),
# 做菜系统必须跳过,否则右键烤乳猪(熟)等会被当成菜谱去查灶台底座,弹出错误提示。
_BARBECUE_OWNED = set([
"rtdd:barbecuegrill_0", "rtdd:barbecuegrill_1",
"rtdd:roastpig_0", "rtdd:roastpig_1",
"rtdd:roastchicken_0", "rtdd:roastchicken_1",
"rtdd:roastchickenplace_0",
"rtdd:grilledcod_0", "rtdd:grilledcod_1",
"rtdd:grilled_fish", "rtdd:grilled_salmon",
"rtdd:roasted_vegetables_0", "rtdd:roasted_vegetables_1", "rtdd:roasted_vegetables_3",
"rtdd:roastedmushrooms_0", "rtdd:roastedmushrooms_1", "rtdd:roastedmushrooms_3",
"rtdd:beefkebabs_0", "rtdd:beefkebabs_1", "rtdd:beefkebabs_3",
"rtdd:lambkebabs_0", "rtdd:lambkebabs_1", "rtdd:lambkebabs_3",
])
# ================================================================================
# 工具函数:读取物品 userData 里的嵌套字段
# ================================================================================
def getUserDataField(itemDict, *keys):
"""
从物品 dict 的 userData 里一层层往下读。
我的世界物品可以携带隐藏数据(userData),比如一个锅铲可以标记"有油"。
这个函数就是方便地读取这些嵌套数据,不用每次都写一堆 .get()。
例子:
itemDict = {
"newItemName": "rtdd:spatula",
"userData": {"rtdd": {"oil": True}}
}
getUserDataField(itemDict, 'rtdd', 'oil') → 返回 True
如果中间某一层不存在,会自动创建空 dict,不会报错。
"""
# 确保 userData 字段存在
itemDict['userData'] = itemDict.get('userData', {})
if itemDict.get('userData') is None:
itemDict['userData'] = {}
# 一层层往下钻,路径上不存在的 key 自动创建空 dict
node = itemDict['userData']
for key in keys:
node[key] = node.get(key, {})
node = node[key]
return node
# ================================================================================
# 烹饪引擎主类
# ================================================================================
class CookingService(BlueFoxServerSystem):
"""
通用烹饪引擎
【核心数据结构】
stirData = {
(维度ID, x, y, z): { # 用方块坐标当 key,每个方块独立
"count": 整数, # 已经翻炒了多少次(比如翻了3次)
"lastTime": 浮点数, # 上次翻炒的时间戳(用于冷却判断)
"finished": 布尔值, # 是否已经熟了(熟了才能出锅)
"dropIfDone": [物品名列表], # 熟了拆掉方块时掉什么
"dropIfNot": [物品名列表], # 没熟拆掉方块时掉什么
}
}
这个数据同时存在两处:
1. 内存(self.stirData)—— 快,关服就没了
2. 方块实体数据(blockEntityData)—— 慢一点,但关服重启后还在
每次操作都会同步更新两处,保证重启不丢进度
工具方块(箭桶、书架、药水架等)的记录数据已拆分到 BlockSwitchService,
本类只负责做菜配方(RECIPES)。
"""
def __init__(self, namespace, systemName):
"""
初始化:清空翻炒数据、注册事件监听、构建统一配方字典
"""
super(CookingService, self).__init__(namespace, systemName)
print "===== CookingService init ====="
self.stirData = {} # 内存中的翻炒数据字典
self._cancelItemUse = {} # 将要取消下一次物品使用的玩家ID集合(防止喝药水等)
self.ListenEvent() # 注册游戏事件监听
# ---- 构建做菜配方字典(O(1) 查找) ----
# 只含 RECIPES(做菜配方),工具方块切换已拆到 BlockSwitchService
# key = (方块名, 物品名),value = 配方dict
# 这样查找时不用遍历整个列表,直接 dict[key] 就能拿到,速度飞快
self.allRecipes = {}
for recipe in RECIPES:
key = (recipe["source"], recipe.get("item"))
self.allRecipes[key] = recipe
# ---- 构建做菜方块名集合(O(1) 快速拦截,第一道过滤) ----
# 事件进来先判断方块名在不在这个集合里,不在直接 return,
# 这样工具方块的右键事件根本不会进到本系统的字典查找
# 注意:跳过已由 BarbecueService 接管的烧烤方块,避免做菜系统抢事件
self.cookBlockSet = set()
for recipe in RECIPES:
if recipe["source"] in _BARBECUE_OWNED:
continue
self.cookBlockSet.add(recipe["source"])
def Destroy(self):
"""
系统销毁时取消所有事件监听,防止内存泄漏
"""
print "===== CookingService Destroy ====="
self.UnListenEvent()
# ============================================================================
# 事件注册与注销
# ============================================================================
def ListenEvent(self):
"""
注册三个游戏事件:
1. ServerBlockUseEvent —— 玩家右键方块(做菜、翻炒、加油等)
2. ServerPlayerTryDestroyBlockEvent —— 玩家拆方块(掉落食材)
3. ServerItemTryUseEvent —— 玩家尝试使用物品(拦截喝药水等默认行为)
"""
# 事件1:玩家右键方块
self.ListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerBlockUseEvent", self, self.OnBlockUse)
# 事件2:玩家尝试拆方块
self.ListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerPlayerTryDestroyBlockEvent", self, self.OnDestroy)
# 事件3:玩家尝试使用物品(拦截喝药水)
self.ListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerItemTryUseEvent", self, self.OnItemTryUse)
def UnListenEvent(self):
"""
注销事件监听,和 ListenEvent 一一对应
"""
self.UnListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerBlockUseEvent", self, self.OnBlockUse)
self.UnListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerPlayerTryDestroyBlockEvent", self, self.OnDestroy)
self.UnListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerItemTryUseEvent", self, self.OnItemTryUse)
# ============================================================================
# 主入口:玩家右键方块
# ============================================================================
def OnBlockUse(self, args):
"""
玩家右键方块时触发,是整个做菜流程的入口。
流程:
1. 拿到被右键的方块名、玩家ID、方块坐标
2. 先按方块名判断是不是本系统管辖的做菜方块(O(1) set 拦截)
- 不是 → 直接 return(这是工具方块的右键,交给 BlockSwitchService 处理)
3. 看玩家手里拿了什么物品
4. 拿着"方块名+手里物品名"去做菜字典里 O(1) 查找
5. 命中配方 → 查底座 → 执行做菜逻辑(翻炒/替换)
args 是网易API传过来的事件参数,包含:
- blockName: 被右键的方块名字(如 "rtdd:wok")
- playerId: 右键的玩家ID
- x, y, z: 方块坐标
"""
# ---- 第一步:提取事件参数 ----
blockName = args.get("blockName") # 被右键的方块名
playerId = args.get("playerId") # 谁右键的
x, y, z = args.get("x"), args.get("y"), args.get("z") # 方块坐标
pos = (x, y, z) # 坐标打包成元组
dim = comp.CreateDimension(playerId).GetEntityDimensionId() # 玩家在哪个维度(主世界/下界/末地)
key = (dim, x, y, z) # 完整的唯一标识:维度+坐标
# ---- 第二步:O(1) 方块名拦截 ----
# 只有做菜方块的右键才归本系统处理;工具方块直接放过,交给 BlockSwitchService
if blockName not in self.cookBlockSet:
return
# ---- 第三步:拿到玩家手里拿的物品 ----
itemDict = self.getCarriedItem(playerId)
# itemDict 可能是 None(空手),也可能是 dict(手里有东西)
# dict 格式:{"newItemName": "rtdd:spatula", "count": 1, "userData": {...}}
# ---- 第四步:查做菜配方(O(1) 字典查找) ----
recipe = self.findRecipe(blockName, itemDict)
if not recipe:
# 方块是烹饪方块,但当前组合没有匹配的配方(比如手里物品不对)→ 不拦截
return
# 找到配方后,取消默认行为(如喝药水、吃食物等),由本 Mod 全权接管
args['cancel'] = True
# 同时标记该玩家下一次物品使用事件也要取消,防止喝药水等默认行为
self._cancelItemUse[playerId] = True
# ---- 第五步:加载翻炒历史数据到内存 ----
# 这样 handleStir 里直接从 self.stirData 取就行
self._loadBlockDataToMemory(key, playerId, pos, dim, recipe)
# ---- 底座检查:锅下面必须有灶台/营火 ----
if not self.checkBaseBlock(recipe, playerId, pos, dim):
return
# ---- 第六步:以下为做菜配方逻辑 ----
# 内存中已有数据(_loadBlockDataToMemory 已加载),直接用
stirInfo = self.stirData.get(key, {})
# ---- 根据配方类型判断 ----
# needFinished=True 的配方 → 需要先翻炒熟了才能操作(比如出锅)
# needFinished=False 的配方 → 只能对没熟的进行操作(比如继续加油)
if recipe.get("needFinished") is True and not stirInfo.get("finished"):
# 配方要求"已熟",但当前状态是"没熟" → 不执行
return
if recipe.get("needFinished") is False and stirInfo.get("finished"):
# 配方要求"没熟",但当前状态是"已熟" → 不执行
return
# ---- 分发到不同的处理逻辑 ----
if recipe.get("stirCount"):
# 这个配方有 stirCount 字段 → 需要翻炒,走翻炒流程
self.handleStir(key, recipe, playerId, pos, dim, itemDict)
return
# 没有 stirCount → 普通替换流程(比如加油、加水、盖盖)
self.executeRecipe(recipe, playerId, pos, dim, itemDict, key)
# ============================================================================
# 拦截物品使用事件(防止喝药水等默认行为)
# ============================================================================
def OnItemTryUse(self, args):
playerId = args.get("playerId")
if self._cancelItemUse.pop(playerId, False):
args['cancel'] = True
# ============================================================================
# 配方匹配(O(1) 字典查找)
# ============================================================================
def findRecipe(self, blockName, itemDict):
"""
在统一字典中 O(1) 查找匹配的配方。
匹配条件:
1. 先精确匹配 (方块名, 物品名)
2. 如果没找到,尝试匹配 (方块名, None) —— 空手也能触发的规则
返回:匹配到的配方 dict,找不到返回 None
"""
# 提取玩家手里物品的名字(空手时 itemName 为 None)
itemName = itemDict.get("newItemName") if itemDict else None
# 精确匹配:(方块名, 物品名)
recipe = self.allRecipes.get((blockName, itemName))
if recipe:
return recipe
# 空手匹配:(方块名, None)
recipe = self.allRecipes.get((blockName, None))
if recipe:
return recipe
return None
# ============================================================================
# 配方执行(普通替换类型)
# ============================================================================
def executeRecipe(self, recipe, playerId, pos, dim, itemDict, key):
"""
执行一个"普通替换"类型的配方。
这种配方不需要翻炒,直接消耗物品、替换方块、给奖励。
典型场景:
- 空炒锅 + 锅铲 → 倒了油的炒锅(加油)
- 倒了油的炒锅 + 食材 → 正在炒的炒锅(下菜)
- 空架锅 + 水桶 → 加了水的架锅(加水)
流程:
1. 检查前置条件(下面有没有底座、物品有没有油标签等)
2. 消耗玩家手里的物品
3. 如果需要去油,去掉物品上的油标签
4. 替换方块(比如从"空炒锅"变成"倒了油的炒锅")
5. 如果需要给玩家物品,塞进背包
"""
# ---- 第一步:检查前置条件 ----
if not self.checkConditions(recipe, playerId, pos, dim, itemDict):
# 条件不满足(比如下面没有灶台),什么都不做
return
# ---- 第二步:消耗物品 ----
if recipe.get("consume", 1) > 0:
# consume 默认是 1,表示消耗 1 个物品
# 如果 consume=0 表示不消耗(比如锅盖只是点一下,不消耗锅盖本身)
self.consumeItem(playerId, itemDict, recipe.get("consume", 1))
# ---- 第三步:如果有 needOil 标记,去掉物品上的油标签 ----
if recipe.get("needOil"):
self.removeOil(itemDict, playerId)
# ---- 第四步:替换方块 ----
if recipe.get("target"):
# target 是目标方块名,比如 "rtdd:oilpan"(倒了油的煎锅)
self.replaceBlock(pos, dim, recipe["target"], playerId)
# 方块变了,旧方块的翻炒数据也要清除
self.clearStirData(key, playerId, pos, dim)
# ---- 第五步:给玩家奖励物品 ----
if recipe.get("giveItem"):
self.giveItem(playerId, recipe["giveItem"])
# ============================================================================
# 翻炒处理
# ============================================================================
def handleStir(self, key, recipe, playerId, pos, dim, itemDict):
"""
处理需要"翻炒"的配方。
翻炒类配方的特点:
- 玩家右键一次 = 翻一次
- 有冷却时间(stirCd),防止连点器秒熟
- 翻够次数(stirCount)后才算"熟"
- 熟了之后可以继续右键"出锅"(变成成品菜)
流程:
1. 从内存取翻炒进度(_loadBlockDataToMemory 已提前加载)
2. 检查冷却时间,没冷却好就忽略
3. 翻炒次数+1,更新进度
4. 给玩家发进度提示("翻炒中... 3/10")
5. 翻够了 → 标记 finished=True,或者直接替换方块
"""
now = time.time()
# ---- 第一步:从内存取翻炒数据(入口已通过 _loadBlockDataToMemory 加载) ----
data = self.stirData.get(key)
if not data:
# 全新的翻炒,初始化数据
data = {
"count": 0,
"lastTime": 0.0,
"finished": False,
"dropIfDone": recipe.get("dropIfDone", []),
"dropIfNot": recipe.get("dropIfNot", []),
}
else:
# 兜底防止 None 值(方块数据可能不完整)
for field, default in [("lastTime", 0.0), ("count", 0), ("finished", False)]:
if data.get(field) is None:
data[field] = default
self.stirData[key] = data
# ---- 第二步:冷却检查 ----
# 防止玩家狂点右键,一秒翻100次直接熟了
# stirCd 默认 1.0 秒,即两次翻炒之间至少间隔 1 秒
if now - data["lastTime"] < recipe.get("stirCd", 1.0):
# 还在冷却中,这次点击被忽略
return
# ---- 第三步:翻炒次数+1 ----
data["count"] += 1
data["lastTime"] = now
self.stirData[key] = data
# 同步保存到方块实体数据,防止服务器重启丢失
self.saveStirData(playerId, pos, dim, data)
# ---- 第四步:给玩家发进度提示 ----
comp.CreateMsg(playerId).NotifyOneMessage(
playerId, "翻炒中... %s/%s" % (data["count"], recipe["stirCount"]))
# 玩家会看到 "翻炒中... 3/10" 这样的提示
# ---- 第五步:判断是否翻够了 ----
if data["count"] >= recipe["stirCount"]:
# 翻够了!根据 onDone 字段决定后续行为
if recipe.get("onDone") == "finish":
# 标记为"熟了",方块不变,玩家可以继续右键出锅
data["finished"] = True
self.stirData[key] = data
self.saveStirData(playerId, pos, dim, data)
if recipe.get("doneMsg"):
# 发完成提示,比如 "菜炒好了!"
comp.CreateMsg(playerId).NotifyOneMessage(playerId, recipe["doneMsg"])
elif recipe.get("target"):
# 有 target 字段 → 直接替换方块(比如翻炒到一定程度自动变成下一个状态)
self.replaceBlock(pos, dim, recipe["target"], playerId)
self.clearStirData(key, playerId, pos, dim)
# ============================================================================
# 底座检查(入口统一拦截)
# ============================================================================
def checkBaseBlock(self, recipe, playerId, pos, dim):
"""
检查锅下面有没有合法的底座(灶台或营火)。
优先级:
1. 配方里明确写了 "below" 字段 → 用配方的值
- below=[] 表示不需要底座,直接通过
- below=["xxx"] 表示必须是这些方块之一
2. 配方没写 "below" → 调用 inferBaseBlock 自动推断
- 大多数烹饪方块默认需要灶台(BELOW_STOVE)
- 架锅系列需要营火(BELOW_CAMPFIRE)
- 手工工具(榨汁机、搅拌器等)不需要底座
返回 True=底座合法/不需要底座,False=底座不合法
"""
# 配方显式指定了 below
if "below" in recipe:
required = recipe["below"]
if not required: # 空列表 = 不需要底座
return True
else:
# 自动推断
required = inferBaseBlock(recipe["source"])
if not required: # 推断结果为空 = 不需要底座
return True
# 检查下面一格方块
belowPos = (pos[0], pos[1] - 1, pos[2])
try:
belowBlock = comp.CreateBlockInfo(playerId).GetBlockNew(belowPos, dim)
if belowBlock.get("name") in required:
return True
except:
pass
# ---- 底座不通过,给玩家提示 ----
if required == BELOW_CAMPFIRE:
tip = "§c架锅下面需要放一个营火,才能做饭!"
else:
tip = "§c锅下面需要放一个灶台(点燃的炉灶),才能做饭!"
comp.CreateMsg(playerId).NotifyOneMessage(playerId, tip)
return False
# ============================================================================
# 条件检查
# ============================================================================
def checkConditions(self, recipe, playerId, pos, dim, itemDict):
"""
检查配方的前置条件是否满足。
目前只检查 needOil:玩家手里的物品必须带有油标签。
底座检查已移到入口 checkBaseBlock 统一处理。
"""
# ---- 检查物品是否有油标签 ----
if recipe.get("needOil") and itemDict:
if not self.getItemOil(itemDict):
return False
# 所有条件都通过了
return True
# ============================================================================
# 工具方法:获取玩家手中物品
# ============================================================================
def getCarriedItem(self, playerId):
"""
获取玩家主手(右手)拿的物品。
返回格式:
{"newItemName": "rtdd:spatula", "count": 1, "newAuxValue": 0, "userData": {...}}
空手返回 None。
注意区分:
- CARRIED = 主手(右手)
- OFFHAND = 副手(左手)
- 这里只取主手
"""
itemComp = comp.CreateItem(playerId)
return itemComp.GetPlayerItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED, 0)
# ============================================================================
# 工具方法:消耗物品
# ============================================================================
def consumeItem(self, playerId, itemDict, amount=1):
"""
消耗玩家主手物品的指定数量。
如果数量不够 → 清空主手
如果数量够 → 减少对应数量
重要:SetInvItemNum 的参数是背包槽位索引(int),不是 ItemPosType 枚举。
"""
if itemDict is None:
return
count = itemDict.get("count", 0)
if count <= amount:
# 数量不够或刚好用完 → 清空主手
comp.CreateItem(playerId).SetEntityItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
{"itemName": "minecraft:air", "count": 0, "auxValue": 0})
else:
# 数量够 → 减少 amount 个
itemDict["count"] = count - amount
comp.CreateItem(playerId).SetEntityItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
{"itemName": itemDict["newItemName"],
"count": itemDict["count"],
"auxValue": itemDict.get("newAuxValue", 0)})
# ============================================================================
# 工具方法:替换方块
# ============================================================================
def replaceBlock(self, pos, dim, newBlockName, playerId, aux=None):
"""
把指定位置的方块替换成新方块。
参数:
pos: (x, y, z) 元组
dim: 维度ID
newBlockName: 新方块的完整ID,如 "rtdd:oilpan"
playerId: 玩家ID(用于创建组件)
aux: 方块附加值(朝向)。None=自动继承旧方块的朝向,数字=强制指定
对照 BlockBlock.py 的标准写法:
- 使用命名参数
- oldBlockHandling=0 表示直接替换(不保留旧方块数据)
- aux 默认继承旧方块朝向,这样替换后不会转方向
"""
# 如果没指定 aux,自动读取旧方块的朝向并继承
if aux is None:
try:
oldBlock = comp.CreateBlockInfo(playerId).GetBlockNew(pos, dim)
aux = oldBlock.get("aux", 0)
except:
aux = 0
comp.CreateBlockInfo(playerId).SetBlockNew(
pos,
blockDict={"name": newBlockName, "aux": aux},
oldBlockHandling=0,
dimensionId=dim)
# ============================================================================
# 工具方法:给玩家物品
# ============================================================================
def giveItem(self, playerId, itemName, count=1):
"""
往玩家背包里塞一个物品。
如果背包满了,物品会掉在地上。
"""
comp.CreateItem(playerId).SpawnItemToPlayerInv(
{"itemName": itemName, "count": count, "auxValue": 0}, playerId)
# ============================================================================
# 油标签操作
# ============================================================================
def getItemOil(self, itemDict):
"""
读取物品上的油标签。
物品的 userData 里有一个 rtdd.oil 字段,
为 True 表示"这个锅铲上有油",可以在锅里倒油。
这是纯本地 dict 操作,不调网易API,非常快。
"""
try:
return getUserDataField(itemDict, 'rtdd').get('oil', False)
except:
return False
def removeOil(self, itemDict, playerId):
"""
去掉物品上的油标签,并同步回玩家手里的物品。
流程:
1. 把本地 dict 里的 oil 标记改为 False
2. 调用 SetEntityItem 把修改后的 userData 写回玩家手里的物品
注意:SetEntityItem 会覆盖整个物品数据,
所以必须把 itemName、count、auxValue 都原样传回去。
"""
try:
# 本地修改 oil 标记
getUserDataField(itemDict, 'rtdd')['oil'] = False
# 同步回玩家手里的物品
itemComp = comp.CreateItem(playerId)
itemComp.SetEntityItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
{"itemName": itemDict["newItemName"],
"count": itemDict.get("count", 1),
"auxValue": itemDict.get("newAuxValue", 0),
"userData": itemDict.get("userData", {})})
except:
pass
# ============================================================================
# 通用持久化帮手(避免重复的 try/except/Get/Set 写法)
# ============================================================================
def _writeBlockData(self, dim, pos, **kwargs):
"""
通用方块实体数据写入。
GetBlockEntityData 返回的 BlockEntityData 对象支持 [] 操作,
直接赋值即可持久化。官方没有 SetBlockEntityData 方法。
"""
try:
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
if blockData is None:
return
for key, value in kwargs.items():
blockData[key] = value
except Exception as e:
pass
# ============================================================================
# 统一数据加载入口(玩家右键方块时先把方块数据恢复到内存)
# ============================================================================
def _loadBlockDataToMemory(self, key, playerId, pos, dim, recipe):
"""
在确定玩家右键命中了一个做菜配方后,立刻把方块里存的翻炒进度加载到内存。
这样 handleStir 里就不用自己加载了,直接从 self.stirData 取就行。
"""
if key not in self.stirData:
stirInfo = self.loadStirData(playerId, pos, dim, recipe)
if stirInfo:
self.stirData[key] = stirInfo
# ============================================================================
# 翻炒数据持久化(存方块里,不存JSON文件)
# ============================================================================
def loadStirData(self, playerId, pos, dim, recipe):
"""
从方块的实体数据里读取翻炒进度。
为什么要把翻炒进度存在方块里?
→ 因为服务器重启后内存就没了,存在方块实体数据里可以持久化。
→ 玩家重启服务器后,之前炒了一半的菜还能继续炒。
存储的三个字段(存在方块实体数据中):
rtdd_sc = stir count → 翻炒次数
rtdd_slt = stir last time → 上次翻炒时间戳
rtdd_sf = stir finished → 是否已熟
重要:GetBlockEntityData 返回的是 BlockEntityData 对象,不是普通 dict!
必须用方括号 [] 取值,不能用 .get(),否则会抛异常。
"""
try:
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
stirCount = blockData["rtdd_sc"] # 翻炒次数
return {
"count": stirCount,
"lastTime": blockData["rtdd_slt"], # 上次翻炒时间
"finished": blockData["rtdd_sf"], # 是否熟了
# dropIfDone 和 dropIfNot 从配方里取,不存方块数据中
"dropIfDone": recipe.get("dropIfDone", []),
"dropIfNot": recipe.get("dropIfNot", []),
}
except:
# 方块可能没有实体数据(从没被翻炒过),返回空 dict
return {}
def saveStirData(self, playerId, pos, dim, data):
"""
把翻炒进度写入方块实体数据。
"""
self._writeBlockData(dim, pos,
rtdd_sc=data["count"],
rtdd_slt=data["lastTime"],
rtdd_sf=data["finished"])
def clearStirData(self, key, playerId, pos, dim):
"""
清除方块上的翻炒数据(内存+方块实体数据)。
"""
self.stirData.pop(key, None)
self._writeBlockData(dim, pos, rtdd_sc=0, rtdd_slt=0.0, rtdd_sf=False)
# ============================================================================
# 拆方块处理
# ============================================================================
def OnDestroy(self, args):
"""
玩家拆方块时触发。
如果这个方块有翻炒数据(说明之前有人在炒菜):
- 熟了(finished=True)→ 掉落"熟的东西"(dropIfDone)
- 没熟(finished=False)→ 掉落"生的东西"(dropIfNot)
这样玩家拆锅时不会血本无归——炒了一半的菜至少能拿回食材。
args 参数:
- playerId: 拆方块的玩家
- x, y, z: 被拆的方块坐标
"""
playerId = args.get("playerId")
x, y, z = args.get("x"), args.get("y"), args.get("z")
dim = comp.CreateDimension(playerId).GetEntityDimensionId()
key = (dim, x, y, z)
# ---- 先尝试从内存取翻炒数据 ----
data = self.stirData.get(key)
if not data:
# 内存没有 → 尝试从方块实体数据加载(服务器重启过的情况)
data = self.loadStirData(playerId, (x, y, z), dim, {})
if not data:
# 完全没有翻炒数据 → 不是烹饪方块,正常拆
return
# ---- 根据是否熟了决定掉落什么 ----
if data.get("finished"):
dropItems = data.get("dropIfDone", []) # 熟了 → 掉熟的东西
else:
dropItems = data.get("dropIfNot", []) # 没熟 → 掉生的东西
# ---- 逐个生成掉落物 ----
for itemName in dropItems:
itemDict = {"itemName": itemName, "count": 1, "auxValue": 0}
# 掉落物生成在方块上方 0.5 格的位置,让它自然掉到地上
self.CreateEngineItemEntity(itemDict, dim, (x, y + 0.5, z))
# ---- 清除数据 ----
self.clearStirData(key, playerId, (x, y, z), dim)