家具实现

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# -*- 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 -*-