文档重写 厨具功能实现

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wenhe committed 2026-09-07 15:08:32 +08:00
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@@ -12,6 +12,8 @@ from xiangyemod.yuanbanfangzhi.service.YuanbanService import YuanbanService
from xiangyemod.jiaju.service.FurnitureService import FurnitureService
from xiangyemod.yinliao.service.YinliaoService import YinliaoService
from xiangyemod.yinliao.service.YinliaoTimerService import YinliaoTimerService
from xiangyemod.chuju.service.ChujuService import ChujuService
from xiangyemod.chuju.service.ChujuTimerService import ChujuTimerService
if not serverApi.IsInServer():
pass
@@ -0,0 +1,121 @@
# -*- coding: utf-8 -*-
"""
================================================================================
厨具(xy_kitchenware)转化规则数据
================================================================================
统一管理"厨具"(xy_kitchenware) 分类下的转化规则常量。只被
ChujuService / ChujuTimerService 读取,FeatureDispatcher 通过方块名/物品名
集合路由到对应服务。
【本次实现的五大功能】
1) 炉灶 (stove + 木条 -> 加木条 -> 打火石/烈焰弹 -> 点燃) 纯右键
2) 丸子机 (面团 -> 鱿鱼须 -> 任意配料 -> 计时半熟 -> 计时熟 -> 盘子取) 右键+计时
3) 搅拌器 (肉/牛奶/蛋 分别搅打; 牛奶+蛋互通; 蛋+木碗=奶油; +盘子=蛋液) 纯右键
4) 石磨 (黄豆 -> 研磨旋转4次 -> 玻璃罐装油罐) 右键+计数
5) 蒸笼 (盖盖/掀盖 双向) 纯右键
【留后】(到具体菜品/分类时再实现, 本模块不处理)
- 盘子 plate_0 -> 脏盘子 plate_0a
- 油罐 oilcan -> 空油锅/炒锅上油 (18/18a)
- 锅铲 <-> 带油锅铲 上油 (19/19a/20)
- 蒸笼蒸熟 (13)
- 锅铲/锅勺/菜刀/擀面杖的具体用法 (21~24)
【计时说明】
丸子机 _3(加料完成) -> 30秒 -> _4(半熟) -> 30秒 -> _5(熟) 为两段连续计时,
autoStart=True: 方块变成计时源时会自动写入开始时间戳并启动。
计时方块需配置 netease:block_entity tick:true (meatballmaker_3/4 已改)。
================================================================================
"""
# ============================================================================
# 一、炉灶 (stove 空 -> stove_1 加木条 -> stove_2 点燃)
# ============================================================================
STOVE_RULES = [
{"source": "rtdd:stove", "item": "rtdd:b_15",
"target": "rtdd:stove_1", "consume": 4, "tip": "§a炉灶加好了木条"},
{"source": "rtdd:stove_1", "item": "minecraft:flint_and_steel",
"target": "rtdd:stove_2", "tip": "§a炉灶点燃了"},
{"source": "rtdd:stove_1", "item": "minecraft:fire_charge",
"target": "rtdd:stove_2", "consume": 1, "tip": "§a炉灶点燃了"},
]
# ============================================================================
# 二、丸子机 (meatballmaker_0 空 ~ _5 熟, 章鱼小丸子)
# _0+面团 -> _1 -> +鱿鱼须 -> _2 -> +任意配料 -> _3 -> 计时 -> _4 半熟
# -> 计时 -> _5 熟 -> +盘子 -> 章鱼小丸子(plate_40), 还原空
# ============================================================================
MEATBALLMAKER_RULES = [
{"source": "rtdd:meatballmaker_0", "item": "rtdd:dough_0",
"target": "rtdd:meatballmaker_1", "consume": 1, "tip": "§a加入面团"},
{"source": "rtdd:meatballmaker_1", "item": "rtdd:rawsquidwhiskersr",
"target": "rtdd:meatballmaker_2", "consume": 4, "tip": "§a加入鱿鱼须"},
{"source": "rtdd:meatballmaker_2", "item": "*any",
"target": "rtdd:meatballmaker_3", "consume": 1, "tip": "§a加入配料,开始烹制丸子"},
{"source": "rtdd:meatballmaker_5", "item": "rtdd:plate_0",
"target": "rtdd:meatballmaker_0", "consume": 1,
"dropItem": [{"name": "rtdd:plate_40", "count": 1}],
"tip": "§a取出了章鱼小丸子"},
]
# 丸子机计时: _3(加料完成) -> 30s -> _4(半熟) -> 30s -> _5(熟)
MEATBALL_TIMERS = [
{"source": "rtdd:meatballmaker_3", "target": "rtdd:meatballmaker_4",
"time": 30, "autoStart": True, "doneTip": "§e丸子半熟了"},
{"source": "rtdd:meatballmaker_4", "target": "rtdd:meatballmaker_5",
"time": 30, "autoStart": True, "doneTip": "§e丸子熟了!"},
]
# ============================================================================
# 三、搅拌器 (beater 空)
# 肉: beater -> beatermeat_0 -> beatermeat_1 -> 空手取肉馅(记住放的是猪/牛)
# 奶: beater -> beatermike_0/1/2 (每次1个牛奶桶, 返还空桶)
# 蛋: beater -> beater_custard_0/1/2 (每次1个鸡蛋)
# 互通: 牛奶_3(beatermike_2)+蛋 -> 鸡蛋牛奶(beater_eggsandmilk_0)
# 蛋_3(beater_custard_2)+奶 -> 鸡蛋牛奶(beater_eggsandmilk_0)
# 鸡蛋牛奶: _0 -> 空手搅打 -> _1 -> 空手搅打 -> _2 -> +盘子 -> 蛋液半成品(plate_34)
# 奶油: 蛋_3(beater_custard_2)+木碗 -> 奶油(cream_0), 还原空
# ============================================================================
# 原版生肉 -> 对应肉馅方块(取出时按放入的肉决定)
MEAT_ITEMS = {
"minecraft:porkchop": "rtdd:rawmeatball_0", # 生猪排 -> 生猪肉馅
"minecraft:beef": "rtdd:rawmeatball_1", # 生牛肉 -> 生牛肉馅
}
MILK_ITEM = "minecraft:milk_bucket" # 牛奶桶
BUCKET_ITEM = "minecraft:bucket" # 空桶(牛奶桶用掉返还)
EGG_ITEM = "minecraft:egg" # 鸡蛋
BOWL_ITEM = "rtdd:bowlasoup" # 木碗(取奶油)
PLATE_ITEM = "rtdd:plate_0" # 盘子(取蛋液半成品)
CREAM_ITEM = "rtdd:cream_0" # 奶油(蛋完成态+木碗取出)
EGG_CUSTARD_ITEM = "rtdd:plate_34" # 蛋液半成品(归面食.甜食/面团·胚料)
# 搅拌器全部方块态
BEATER_BLOCKS = [
"rtdd:beater",
"rtdd:beatermeat_0", "rtdd:beatermeat_1",
"rtdd:beatermike_0", "rtdd:beatermike_1", "rtdd:beatermike_2",
"rtdd:beater_custard_0", "rtdd:beater_custard_1", "rtdd:beater_custard_2",
"rtdd:beater_eggsandmilk_0", "rtdd:beater_eggsandmilk_1", "rtdd:beater_eggsandmilk_2",
]
# ============================================================================
# 四、石磨 (stonemill 空)
# + 黄豆(16个) -> 加入黄豆 -> 空手右键研磨(每次旋转90度) -> 4次完成
# -> + 玻璃罐 -> 油罐(oilcan), 还原空
# 研磨进度存方块实体数据 rtdd_mill (0=已放豆, 1~3=旋转中, 4=完成)
# ============================================================================
SOYBEAN_ITEM = "rtdd:soybean" # 黄豆
SOYBEAN_COUNT = 16 # 磨一次要16个黄豆
STONEMILL_GRIND_COUNT = 4 # 右键4次完成研磨
GLASS_TANK_ITEM = "rtdd:medicinetank" # 玻璃罐(取出油罐)
OIL_CAN_ITEM = "rtdd:oilcan" # 油罐(石磨产物)
# ============================================================================
# 五、蒸笼 (steamer 空 <-> steamercover 加盖) 双向
# ============================================================================
STEAMER_RULES = [
{"source": "rtdd:steamer", "item": None,
"target": "rtdd:steamercover", "tip": "§a蒸笼盖上了盖子"},
{"source": "rtdd:steamercover", "item": None,
"target": "rtdd:steamer", "tip": "§a蒸笼掀开了盖子"},
]
@@ -0,0 +1 @@
# -*- coding: utf-8 -*-
@@ -0,0 +1,554 @@
# -*- coding: utf-8 -*-
"""
================================================================================
厨具·右键转换引擎(服务端)
================================================================================
处理"厨具"(xy_kitchenware) 分类下的右键转换:
炉灶(加木条/点燃)、丸子机(放面团/放鱿鱼须/放配料/盘子取成品)、
搅拌器(肉/牛奶/蛋/鸡蛋牛奶/奶油/蛋液)、石磨(加黄豆/研磨/玻璃罐取油)、
蒸笼(盖盖/掀盖)。
【与计时转换解耦】
丸子机"加料完成 -> 半熟 -> 熟"的计时拆到 ChujuTimerService,
本类右键到计时源方块连锁后由计时服务自动启动(autoStart)。
【事件监听在哪?】
本类【不】监听任何事件!
所有事件由 FeatureDispatcher 统一监听, 按 blockOwner 路由到本类 handleBlockUse。
【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
├─ _handleBeater ← 搅拌器(多分支, 需记录放入的肉类型)
├─ _handleStonemill ← 石磨(黄豆/研磨旋转/玻璃罐取油)
└─ handleSwitch ← 炉灶/丸子机/蒸笼 的通用开关规则
(通用工具) getCarriedItem / consumeItem / giveItem / replaceBlock /
dropItems / checkCooldown
================================================================================
"""
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(搅拌器肉类型/石磨研磨进度持久化) ----
blockEntityDataComp = comp.CreateBlockEntityData(LevelId)
# ---- 游戏组件(AddTimer 延迟写入 block entity 兜底) ----
gameComp = comp.CreateGame(LevelId)
# ---- 只导入厨具自己的数据库 ----
from ..ChujuData import (
STOVE_RULES, MEATBALLMAKER_RULES,
MEAT_ITEMS, MILK_ITEM, BUCKET_ITEM, EGG_ITEM,
BOWL_ITEM, PLATE_ITEM, CREAM_ITEM, EGG_CUSTARD_ITEM, BEATER_BLOCKS,
SOYBEAN_ITEM, SOYBEAN_COUNT, STONEMILL_GRIND_COUNT,
GLASS_TANK_ITEM, OIL_CAN_ITEM, STEAMER_RULES,
)
# ---- 统一分发器 ----
from ...service.FeatureDispatcher import FeatureDispatcher
class ChujuService(BlueFoxServerSystem):
"""
厨具·右键转换引擎
"""
def __init__(self, namespace, systemName):
super(ChujuService, self).__init__(namespace, systemName)
print "===== ChujuService init ====="
# ---- 通用开关规则字典 (炉灶/丸子机/蒸笼): (方块, 物品) -> 规则 ----
self.switchRecipes = {}
for r in STOVE_RULES + MEATBALLMAKER_RULES + STEAMER_RULES:
self.switchRecipes[(r["source"], r.get("item"))] = r
# ---- 本功能管辖的所有右键方块 ----
self.featureBlocks = set()
for r in STOVE_RULES + MEATBALLMAKER_RULES + STEAMER_RULES:
self.featureBlocks.add(r["source"])
for b in BEATER_BLOCKS:
self.featureBlocks.add(b)
self.featureBlocks.add("rtdd:stonemill")
# ---- 搅拌器方块集合(专用 handler) ----
self.beaterBlockSet = set(BEATER_BLOCKS)
# ---- 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.featureBlocks
def getItemUseOnRules(self):
"""手持物品右键方块表面不需要单独路由, 返回空"""
return {}
def handleBlockUse(self, args):
"""
由 FeatureDispatcher 转发的右键方块入口。
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(交还默认行为)
"""
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)
itemName = itemDict.get("newItemName") if itemDict else None
# ---- 搅拌器: 专用 handler ----
if blockName in self.beaterBlockSet:
return self._handleBeater(blockName, playerId, pos, dim, itemDict, itemName, key)
# ---- 石磨: 专用 handler ----
if blockName == "rtdd:stonemill":
return self._handleStonemill(playerId, pos, dim, itemDict, itemName, key)
# ---- 炉灶/丸子机/蒸笼: 通用 switch 规则 ----
recipe = self.findRecipe(blockName, itemDict)
if not recipe:
return False
if not self.checkCooldown(key, 0.5):
return True
self.handleSwitch(recipe, playerId, pos, dim, itemDict, key)
return True
# ============================================================================
# 二、通用规则匹配(精确 + *any)
# ============================================================================
def findRecipe(self, blockName, itemDict):
"""精确匹配 (方块, 物品); 其次 *any(丸子机 _2 手持任意物品)"""
itemName = itemDict.get("newItemName") if itemDict else None
recipe = self.switchRecipes.get((blockName, itemName))
if recipe:
return recipe
if itemName and itemName != "minecraft:air":
return self.switchRecipes.get((blockName, "*any"))
return None
# ============================================================================
# 三、通用开关规则执行(炉灶/丸子机/蒸笼)
# ============================================================================
def handleSwitch(self, recipe, playerId, pos, dim, itemDict, key):
"""消耗物品 → 替换方块 → 掉落/给物品 → 提示"""
# 数量检查(如炉灶加柴需4个木条, 丸子机加鱿鱼须需4个)
consume = recipe.get("consume", 0)
if consume > 1 and itemDict is not None:
if (itemDict.get("count") or 0) < consume:
comp.CreateMsg(playerId).NotifyOneMessage(
playerId, "§c数量不足,需要 %d 个" % consume)
return
# 消耗物品
if recipe.get("item") is not None and consume > 0:
self.consumeItem(playerId, itemDict, consume)
# 替换方块
if recipe.get("target"):
self.replaceBlock(pos, dim, recipe["target"], playerId)
# 掉落物
if recipe.get("dropItem"):
self.dropItems(dim, pos, recipe["dropItem"])
# 给背包物品
if recipe.get("giveItem"):
self.giveItem(playerId, recipe["giveItem"])
# 提示
if recipe.get("tip"):
comp.CreateMsg(playerId).NotifyOneMessage(playerId, recipe["tip"])
# ============================================================================
# 四、搅拌器(肉/牛奶/蛋/鸡蛋牛奶/奶油/蛋液)
# ============================================================================
def _handleBeater(self, blockName, playerId, pos, dim, itemDict, itemName, key):
# ---------- 空搅拌器:放入第一份食材 ----------
if blockName == "rtdd:beater":
if itemName in MEAT_ITEMS:
if not self.checkCooldown(key, 0.5):
return True
self.consumeItem(playerId, itemDict, 1)
self.replaceBlock(pos, dim, "rtdd:beatermeat_0", playerId)
self._writeMeat(dim, pos, itemName)
comp.CreateMsg(playerId).NotifyOneMessage(
playerId, "§a放入肉,再放一份搅打")
return True
if itemName == MILK_ITEM:
if not self.checkCooldown(key, 0.5):
return True
self.consumeItem(playerId, itemDict, 1)
self.giveItem(playerId, BUCKET_ITEM)
self.replaceBlock(pos, dim, "rtdd:beatermike_0", playerId)
comp.CreateMsg(playerId).NotifyOneMessage(playerId, "§a放入牛奶")
return True
if itemName == EGG_ITEM:
if not self.checkCooldown(key, 0.5):
return True
self.consumeItem(playerId, itemDict, 1)
self.replaceBlock(pos, dim, "rtdd:beater_custard_0", playerId)
comp.CreateMsg(playerId).NotifyOneMessage(playerId, "§a放入鸡蛋")
return True
return False
# ---------- 肉态: 再放一份同种肉 -> 搅打完成 ----------
if blockName == "rtdd:beatermeat_0":
meat = self._readMeat(pos, dim)
if itemName in MEAT_ITEMS and itemName == meat:
if not self.checkCooldown(key, 0.5):
return True
self.consumeItem(playerId, itemDict, 1)
self.replaceBlock(pos, dim, "rtdd:beatermeat_1", playerId)
self._writeMeat(dim, pos, meat)
comp.CreateMsg(playerId).NotifyOneMessage(
playerId, "§a搅打完成,空手取出肉馅")
return True
if itemName in MEAT_ITEMS and itemName != meat:
comp.CreateMsg(playerId).NotifyOneMessage(
playerId, "§c不能混入不同种类的肉")
return True
return False
if blockName == "rtdd:beatermeat_1":
if not itemName or itemName == "minecraft:air":
if not self.checkCooldown(key, 0.5):
return True
meat = self._readMeat(pos, dim)
meatball = MEAT_ITEMS.get(meat) if meat else None
if meatball:
self.dropItems(dim, pos, [{"name": meatball, "count": 1}])
self.replaceBlock(pos, dim, "rtdd:beater", playerId)
comp.CreateMsg(playerId).NotifyOneMessage(playerId, "§a取出了肉馅")
return True
return False
# ---------- 牛奶态: 继续加牛奶 -> 牛奶_3 ----------
if blockName in ("rtdd:beatermike_0", "rtdd:beatermike_1"):
if itemName == MILK_ITEM:
if not self.checkCooldown(key, 0.5):
return True
self.consumeItem(playerId, itemDict, 1)
self.giveItem(playerId, BUCKET_ITEM)
target = "rtdd:beatermike_1" if blockName == "rtdd:beatermike_0" \
else "rtdd:beatermike_2"
self.replaceBlock(pos, dim, target, playerId)
comp.CreateMsg(playerId).NotifyOneMessage(playerId, "§a继续搅打牛奶")
return True
return False
# 牛奶完成态(牛奶_3) + 蛋 -> 鸡蛋牛奶
if blockName == "rtdd:beatermike_2":
if itemName == EGG_ITEM:
if not self.checkCooldown(key, 0.5):
return True
self.consumeItem(playerId, itemDict, 1)
self.replaceBlock(pos, dim, "rtdd:beater_eggsandmilk_0", playerId)
comp.CreateMsg(playerId).NotifyOneMessage(
playerId, "§a加入鸡蛋,空手搅打做鸡蛋牛奶")
return True
return False
# ---------- 蛋态: 继续加蛋 -> 蛋_3 ----------
if blockName in ("rtdd:beater_custard_0", "rtdd:beater_custard_1"):
if itemName == EGG_ITEM:
if not self.checkCooldown(key, 0.5):
return True
self.consumeItem(playerId, itemDict, 1)
target = "rtdd:beater_custard_1" if blockName == "rtdd:beater_custard_0" \
else "rtdd:beater_custard_2"
self.replaceBlock(pos, dim, target, playerId)
if target == "rtdd:beater_custard_2":
comp.CreateMsg(playerId).NotifyOneMessage(
playerId, "§a蛋搅打完成,可加木碗取奶油或加牛奶做鸡蛋牛奶")
else:
comp.CreateMsg(playerId).NotifyOneMessage(playerId, "§a继续搅打鸡蛋")
return True
return False
# 蛋完成态(蛋_3): +木碗取奶油 / +牛奶做鸡蛋牛奶
if blockName == "rtdd:beater_custard_2":
if itemName == BOWL_ITEM:
if not self.checkCooldown(key, 0.5):
return True
self.consumeItem(playerId, itemDict, 1)
self.dropItems(dim, pos, [{"name": CREAM_ITEM, "count": 1}])
self.replaceBlock(pos, dim, "rtdd:beater", playerId)
comp.CreateMsg(playerId).NotifyOneMessage(playerId, "§a取出了奶油")
return True
if itemName == MILK_ITEM:
if not self.checkCooldown(key, 0.5):
return True
self.consumeItem(playerId, itemDict, 1)
self.giveItem(playerId, BUCKET_ITEM)
self.replaceBlock(pos, dim, "rtdd:beater_eggsandmilk_0", playerId)
comp.CreateMsg(playerId).NotifyOneMessage(
playerId, "§a加入牛奶,空手搅打做鸡蛋牛奶")
return True
return False
# ---------- 鸡蛋牛奶态: 空手搅打推进 1/2 -> 3 ----------
if blockName in ("rtdd:beater_eggsandmilk_0", "rtdd:beater_eggsandmilk_1"):
if not itemName or itemName == "minecraft:air":
if not self.checkCooldown(key, 0.5):
return True
target = "rtdd:beater_eggsandmilk_1" \
if blockName == "rtdd:beater_eggsandmilk_0" else "rtdd:beater_eggsandmilk_2"
self.replaceBlock(pos, dim, target, playerId)
if target == "rtdd:beater_eggsandmilk_2":
comp.CreateMsg(playerId).NotifyOneMessage(
playerId, "§a鸡蛋牛奶完成,可加盘子取蛋液")
else:
comp.CreateMsg(playerId).NotifyOneMessage(playerId, "§a搅打中…")
return True
return False
# 鸡蛋牛奶完成态 + 盘子 -> 蛋液半成品
if blockName == "rtdd:beater_eggsandmilk_2":
if itemName == PLATE_ITEM:
if not self.checkCooldown(key, 0.5):
return True
self.consumeItem(playerId, itemDict, 1)
self.dropItems(dim, pos, [{"name": EGG_CUSTARD_ITEM, "count": 1}])
self.replaceBlock(pos, dim, "rtdd:beater", playerId)
comp.CreateMsg(playerId).NotifyOneMessage(playerId, "§a取出了蛋液半成品")
return True
return False
return False
# ============================================================================
# 五、石磨(加黄豆 -> 研磨旋转 -> 玻璃罐取油罐)
# ============================================================================
def _handleStonemill(self, playerId, pos, dim, itemDict, itemName, key):
prog = self._readMill(pos, dim) # None=空, 0~3=研磨中, 4=完成
# ---- 空石磨 + 黄豆(16) -> 加入黄豆 ----
if prog is None:
if itemName == SOYBEAN_ITEM:
if (itemDict.get("count") or 0) < SOYBEAN_COUNT:
comp.CreateMsg(playerId).NotifyOneMessage(
playerId, "§c需要 %d 个黄豆" % SOYBEAN_COUNT)
return True
if not self.checkCooldown(key, 0.5):
return True
self.consumeItem(playerId, itemDict, SOYBEAN_COUNT)
self._writeMill(dim, pos, 0)
comp.CreateMsg(playerId).NotifyOneMessage(
playerId, "§a加入黄豆,空手右键研磨")
return True
return False
# ---- 研磨中: 空手右键旋转一次 ----
if 0 <= prog < STONEMILL_GRIND_COUNT:
if itemName and itemName != "minecraft:air":
return False
if not self.checkCooldown(key, 0.5):
return True
newProg = prog + 1
self._rotateMill(pos, dim)
self._writeMill(dim, pos, newProg)
if newProg >= STONEMILL_GRIND_COUNT:
comp.CreateMsg(playerId).NotifyOneMessage(
playerId, "§a研磨完成,可加玻璃罐取油")
else:
comp.CreateMsg(playerId).NotifyOneMessage(
playerId, "§a研磨中…(%d/%d)" % (newProg, STONEMILL_GRIND_COUNT))
return True
# ---- 完成: + 玻璃罐 -> 油罐 ----
if prog >= STONEMILL_GRIND_COUNT:
if itemName == GLASS_TANK_ITEM:
if not self.checkCooldown(key, 0.5):
return True
self.consumeItem(playerId, itemDict, 1)
self.dropItems(dim, pos, [{"name": OIL_CAN_ITEM, "count": 1}])
self._clearMill(dim, pos)
comp.CreateMsg(playerId).NotifyOneMessage(playerId, "§a取出了油罐")
return True
return False
return False
# ============================================================================
# 六、搅拌器肉类型 读/写(字段 rtdd_meat)
# ============================================================================
def _writeMeat(self, dim, pos, itemName):
try:
data = blockEntityDataComp.GetBlockEntityData(dim, pos)
if data is None:
gameComp.AddTimer(0.1, self._writeMeatDelayed, dim, pos, itemName)
return
data["rtdd_meat"] = str(itemName)
except Exception:
gameComp.AddTimer(0.1, self._writeMeatDelayed, dim, pos, itemName)
def _writeMeatDelayed(self, dim, pos, itemName):
try:
data = blockEntityDataComp.GetBlockEntityData(dim, pos)
if data is not None:
data["rtdd_meat"] = str(itemName)
except Exception:
pass
def _readMeat(self, pos, dim):
try:
data = blockEntityDataComp.GetBlockEntityData(dim, pos)
if data is None:
return None
return data["rtdd_meat"] or None
except Exception:
return None
# ============================================================================
# 七、石磨研磨进度 读/写(字段 rtdd_mill)
# ============================================================================
def _writeMill(self, dim, pos, prog):
try:
data = blockEntityDataComp.GetBlockEntityData(dim, pos)
if data is None:
gameComp.AddTimer(0.1, self._writeMillDelayed, dim, pos, prog)
return
data["rtdd_mill"] = int(prog)
except Exception:
gameComp.AddTimer(0.1, self._writeMillDelayed, dim, pos, prog)
def _writeMillDelayed(self, dim, pos, prog):
try:
data = blockEntityDataComp.GetBlockEntityData(dim, pos)
if data is not None:
data["rtdd_mill"] = int(prog)
except Exception:
pass
def _readMill(self, pos, dim):
try:
data = blockEntityDataComp.GetBlockEntityData(dim, pos)
if data is None:
return None
return data["rtdd_mill"]
except Exception:
return None
def _clearMill(self, dim, pos):
try:
data = blockEntityDataComp.GetBlockEntityData(dim, pos)
if data is not None:
data["rtdd_mill"] = -1
except Exception:
pass
def _rotateMill(self, pos, dim):
"""石磨旋转一次(aux + 1, 四方向回归)"""
try:
old = comp.CreateBlockInfo(LevelId).GetBlockNew(pos, dim)
aux = old.get("aux", 0)
comp.CreateBlockInfo(LevelId).SetBlockNew(
pos, blockDict={"name": "rtdd:stonemill", "aux": (aux + 1) % 4},
oldBlockHandling=0, dimensionId=dim)
except Exception:
pass
# ============================================================================
# 八、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, True)
# ============================================================================
# 九、工具方法:给玩家物品
# ============================================================================
def giveItem(self, playerId, itemName, count=1, aux=0):
try:
itemDict = {"itemName": itemName, "count": count, "auxValue": aux}
comp.CreateItem(playerId).SpawnItemToPlayerInv(itemDict, playerId)
except Exception:
pass
# ============================================================================
# 十、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),
"userData": itemDict.get("userData", {})})
# ============================================================================
# 十一、工具方法:替换方块
# ============================================================================
def replaceBlock(self, pos, dim, newBlockName, playerId=None):
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)
# ============================================================================
# 十二、工具方法:以掉落物形式生成物品
# ============================================================================
def dropItems(self, dim, pos, dropList):
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]))
# ============================================================================
# 十三、工具方法:冷却检查
# ============================================================================
def checkCooldown(self, key, cd=0.5):
now = time.time()
last = self.cooldown.get(key, 0)
if now - last < cd:
return False
self.cooldown[key] = now
return True
@@ -0,0 +1,202 @@
# -*- coding: utf-8 -*-
"""
================================================================================
厨具·计时转换引擎(服务端)
================================================================================
只处理"厨具"(xy_kitchenware) 分类下的【计时自动转换】:
丸子机(加料完成 meatballmaker_3) -> 30秒 -> 半熟(meatballmaker_4)
半熟(meatballmaker_4) -> 30秒 -> 熟(meatballmaker_5)
【与右键转换解耦】
右键转换(放面团/放鱿鱼须/放配料/盘子取成品)在 ChujuService,本类只负责计时。
丸子机为 autoStart=True:方块变成计时源时自动写入开始时间戳并启动,
因此 _3 -> _4 -> _5 两段连续计时无需右键服务显式调用 startTimer。
【计时怎么做到"退出游戏继续计时"】
不做倒计时,只记"开始时刻":
- 启动时把 开始时间戳(rtdd_tstart)+总时长(rtdd_tdur) 写进方块实体数据
- 每帧 tick 判断 当前时间-开始时刻 >= 总时长 -> 到点转换
- 时间戳是绝对时间(time.time()), 重启/离线真实时间仍在流逝, 剩余时间自然准确
【事件监听在哪?】
本类【不】监听任何事件!
ServerBlockEntityTickEvent 由 FeatureDispatcher 统一监听,再按 timerOwner
路由到本类的 handleBlockEntityTick。
【本类怎么做】
handleBlockEntityTick ← 入口:分发器转发 tick 事件
└─ _tickProcess ← 判断是否到点 / autoStart=True 自动补写开始时刻
└─ _finishTimer ← 到点执行转换 + 完成提示
================================================================================
"""
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 ----
from ....BlueFoxTools.SpecialFunciton.BlueFoxSystem import BlueFoxServerSystem
from ....BlueFoxTools.ToolsConfig import LevelId
# ---- 方块实体数据组件(计时持久化: 开始时间戳+时长写进方块) ----
blockEntityDataComp = comp.CreateBlockEntityData(LevelId)
# ---- 只导入厨具自己的数据库 ----
from ..ChujuData import MEATBALL_TIMERS
# ---- 统一分发器 ----
from ...service.FeatureDispatcher import FeatureDispatcher
class ChujuTimerService(BlueFoxServerSystem):
"""
厨具·计时转换引擎
"""
def __init__(self, namespace, systemName):
super(ChujuTimerService, self).__init__(namespace, systemName)
print "===== ChujuTimerService init ====="
# ---- 收集计时型规则(source -> 规则) ----
self.meatballTimers = {t["source"]: t for t in MEATBALL_TIMERS}
# ---- 注册到分发器的计时路由表 ----
FeatureDispatcher.registerTimer(self)
# ============================================================================
# 一、给 FeatureDispatcher 的接口
# ============================================================================
def getTimerBlocks(self):
"""返回本功能的所有"计时源方块"集合(tick 路由用)"""
return set(self.meatballTimers.keys())
def handleBlockEntityTick(self, args):
"""由 FeatureDispatcher 转发的计时方块 tick 入口"""
dim = args.get("dimension")
pos = (args.get("posX"), args.get("posY"), args.get("posZ"))
blockName = args.get("blockName", "")
self._tickProcess(dim, pos, blockName)
# ============================================================================
# 二、启动计时(本模块 autoStart, 但保留接口以便需要时外部触发)
# ============================================================================
def startTimer(self, dim, pos, blockName, playerId=None):
recipe = self.meatballTimers.get(blockName)
if not recipe:
return False
try:
data = blockEntityDataComp.GetBlockEntityData(dim, pos)
if data and data["rtdd_tid"] == blockName:
return False
except Exception:
pass
self._writeTimerData(dim, pos, recipe, playerId)
return True
# ============================================================================
# 三、tick 检查与到点转换
# ============================================================================
def _tickProcess(self, dim, pos, blockName):
try:
recipe = self.meatballTimers.get(blockName)
if not recipe:
return
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
if blockData is None:
return
try:
tid = blockData["rtdd_tid"]
except Exception:
tid = ""
if tid != blockName:
# 丸子机为 autoStart=True: 计时源方块无计时数据时自动启动
if recipe.get("autoStart", True):
self._writeTimerData(dim, pos, recipe, None)
return
tstart = blockData["rtdd_tstart"]
tdur = blockData["rtdd_tdur"]
if time.time() - tstart >= tdur:
self._finishTimer(dim, pos, recipe, blockData)
except Exception:
pass
def _finishTimer(self, dim, pos, recipe, data):
try:
cur = comp.CreateBlockInfo(LevelId).GetBlockNew(pos, dim)
if cur and cur.get("name") != recipe["source"]:
self._clearTimerData(dim, pos)
return
self.replaceBlock(pos, dim, recipe["target"], None)
self._clearTimerData(dim, pos)
if recipe.get("doneTip"):
self._notifyIfOnline(data["rtdd_tp"], recipe["doneTip"])
except Exception:
pass
# ============================================================================
# 四、计时数据读写(存在方块实体数据里,重启不丢)
# ============================================================================
def _writeTimerData(self, dim, pos, recipe, playerId=None):
try:
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
if blockData is None:
return
now = time.time()
blockData["rtdd_tid"] = recipe["source"]
blockData["rtdd_tstart"] = now
blockData["rtdd_tdur"] = recipe.get("time", 30)
blockData["rtdd_tp"] = playerId if playerId else ""
except Exception:
pass
def _clearTimerData(self, dim, pos):
try:
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
if blockData is None:
return
blockData["rtdd_tid"] = ""
blockData["rtdd_tstart"] = 0
blockData["rtdd_tdur"] = 0
blockData["rtdd_tp"] = ""
except Exception:
pass
# ============================================================================
# 五、工具方法:完成提示
# ============================================================================
def _notifyIfOnline(self, playerId, tip):
if not tip or not playerId:
return
try:
ids = comp.CreateGame(LevelId).GetAllPlayerIds()
if playerId in ids:
comp.CreateMsg(playerId).NotifyOneMessage(playerId, tip)
except Exception:
pass
# ============================================================================
# 六、工具方法:替换方块
# ============================================================================
def replaceBlock(self, pos, dim, newBlockName, playerId=None):
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)
@@ -0,0 +1 @@
# -*- coding: utf-8 -*-
@@ -255,7 +255,10 @@ class AnimalService(BlueFoxServerSystem):
playerId 可为 None(计时回调时没有玩家),用 LevelId 创建组件。
"""
creator = playerId if playerId is not None else LevelId
if aux is None:
if newBlockName == "minecraft:air":
# 空气没有方向变体,aux 必须强制为 0,否则方向方块(如粪便)无法被正常清空
aux = 0
elif aux is None:
try:
oldBlock = comp.CreateBlockInfo(creator).GetBlockNew(pos, dim)
aux = oldBlock.get("aux", 0)
@@ -4,7 +4,7 @@
"description": {
"identifier": "rtdd:carrot_pile",
"register_to_creative_menu": true,
"category": "xy_ingredients"
"category": "xy_jinyong"
},
"components": {
"netease:aabb": {
@@ -4,7 +4,7 @@
"description": {
"identifier": "rtdd:cookedeggsoup",
"register_to_creative_menu": true,
"category": "xy_jinyong"
"category": "xy_tangguo"
},
"components": {
"netease:aabb": {
@@ -48,7 +48,7 @@
"netease:block_entity": {
"client_tick": false,
"movable": false,
"tick": false
"tick": true
}
}
}
@@ -48,7 +48,7 @@
"netease:block_entity": {
"client_tick": false,
"movable": false,
"tick": false
"tick": true
}
}
}
@@ -4,7 +4,7 @@
"description": {
"identifier": "rtdd:raweggsoup",
"register_to_creative_menu": true,
"category": "xy_jinyong"
"category": "xy_tangguo"
},
"components": {
"netease:aabb": {
@@ -66,7 +66,6 @@
"icon": "rtdd:potato_pile",
"list": [
"rtdd:potato_pile",
"rtdd:carrot_pile",
"rtdd:b_40",
"rtdd:peachpile_0",
"rtdd:orangepile_0",
@@ -66,7 +66,8 @@
"rtdd:nigirisushisalnom_3",
"rtdd:squid_sushi",
"rtdd:squidsushi_2",
"rtdd:squidsushi_3"
"rtdd:squidsushi_3",
"rtdd:rice_balls"
]
},
{
@@ -167,6 +167,14 @@
"rtdd:norieggsoup_3"
]
},
{
"group_name": "itemGroup.name.tangguo_boiledeggs",
"icon": "rtdd:cookedeggsoup",
"list": [
"rtdd:raweggsoup",
"rtdd:cookedeggsoup"
]
},
{
"group_name": "itemGroup.name.tangguo_tofu_fish",
"icon": "rtdd:tufusoupb",
@@ -289,7 +297,8 @@
"rtdd:bowlofrice_2",
"rtdd:bowlofrice_3",
"rtdd:plate_30",
"rtdd:plate_30a"
"rtdd:plate_30a",
"rtdd:boiled_egg"
]
}
]
@@ -5,7 +5,7 @@
"minecraft:max_stack_size": 64
},
"description": {
"category": "xy_food",
"category": "xy_tangguo",
"identifier": "rtdd:boiled_egg"
}
}
@@ -5,7 +5,7 @@
"minecraft:max_stack_size": 64
},
"description": {
"category": "xy_food",
"category": "xy_sushi",
"identifier": "rtdd:rice_balls"
}
}
@@ -22,6 +22,7 @@
"itemGroup.name.tangguo_salmon",
"itemGroup.name.tangguo_egg_cod",
"itemGroup.name.tangguo_egg_lean",
"itemGroup.name.tangguo_boiledeggs",
"itemGroup.name.tangguo_tofu_fish",
"itemGroup.name.tangguo_tofu",
"itemGroup.name.tangguo_chicken_mushroom",
+4 -3
View File
@@ -643,7 +643,7 @@ itemGroup.tabrtdd=乡野工具
tile.rtdd:eggsoup.name=汤锅_42(蛋花汤)
tile.rtdd:orangepile.name=土豆堆_2(橘子堆)_禁用
tile.rtdd:dead_squid_1.name=死鱿鱼(切掉鱿鱼须)
tile.rtdd:cookedeggsoup.name=汤锅_32(熟蛋汤)禁用
tile.rtdd:cookedeggsoup.name=汤锅_32(煮鸡蛋_熟)
tile.rtdd:oven.name=烤炉
tile.rtdd:ingotpile.name=铁锭堆_禁用
tile.rtdd:sales_box_pumpkin.name=售卖盒(南瓜)
@@ -776,7 +776,7 @@ tile.rtdd:orangeicecreamplace.name=橘子冰沙
tile.rtdd:cloth_purple.name=紫色布料
tile.rtdd:eggcodsoup_1.name=汤锅_39(蛋花鳕鱼汤_四分熟)
tile.rtdd:roujiamosoup_0.name=汤锅_77(羊肉泡馍汤_生)
tile.rtdd:carrot_pile.name=胡萝卜堆
tile.rtdd:carrot_pile.name=胡萝卜堆_禁用
tile.rtdd:carrotsoup.name=汤锅_25(胡萝卜汤)
tile.rtdd:firewood_2.name=柴火_2
tile.rtdd:rawricepot.name=汤锅_71(生米锅)
@@ -1055,7 +1055,7 @@ tile.rtdd:creampastry_0.name=舒芙蕾半成品
tile.rtdd:carrotandporkchop_1.name=炒锅_10(清炒猪排_熟)
tile.rtdd:flag.name=旗子_4(旗子)
tile.rtdd:lron_fork.name=铁叉_2(铁叉)禁用
tile.rtdd:raweggsoup.name=汤锅_62(生蛋汤)禁用
tile.rtdd:raweggsoup.name=汤锅_62(煮鸡蛋_生)
tile.rtdd:icelollybox_2.name=冰棍盒(冰棍定型)
tile.rtdd:kitchenwarerackd_4.name=厨具架(菜刀+锅勺)
tile.rtdd:flag_blue_lime_oblique.name=旗子_5(蓝石灰斜纹旗)
@@ -1094,6 +1094,7 @@ itemGroup.name.tangguo_cod=胡萝卜鳕鱼汤
itemGroup.name.tangguo_salmon=胡萝卜鲑鱼汤
itemGroup.name.tangguo_egg_cod=蛋花鳕鱼汤
itemGroup.name.tangguo_egg_lean=瘦肉蛋花汤
itemGroup.name.tangguo_boiledeggs=煮鸡蛋
itemGroup.name.tangguo_tofu_fish=豆腐鲑鱼汤
itemGroup.name.tangguo_tofu=豆腐汤
itemGroup.name.tangguo_chicken_mushroom=小鸡炖蘑菇
+1 -1
View File
@@ -52,7 +52,7 @@
6. 水稻(刚种下) -> 水稻(生长中) -> 水稻(成熟)
转换条件:[水稻生长计时,逐级变化]
机制: 计时生长,约60秒升一级,共两级成熟
(成熟水稻产出 大米(brownrice), 进入 乡野食材/谷物·米面, 供生米锅/米饭/竹筒饭等)
(成熟水稻产出 大米(brownrice), 进入 乡野食材/谷物·米面, 经 汤锅 煮饭盛出后供 寿司(含饭团 rice_balls)/蛋炒饭, 生米供 竹筒饭 等)
========================================
四、方块清单
+2 -2
View File
@@ -78,7 +78,7 @@
10. 土豆堆 / 胡萝卜堆(b_40) / 桃子堆 / 橙子堆 / 苹果堆 / 鸡蛋堆 / 鲑鱼堆 / 鳕鱼堆 / 面包堆
转换条件:[静态堆叠食材,无独立转换]
说明: 各类"XX堆"集中到本组"食材堆"(含原鱼·海鲜的鲑鱼堆/鳕鱼堆、原谷物·米面的面包堆)
- 鸡蛋堆(egg_pile)仍属食材堆, 供鸡窝/蛋液等使用
- 鸡蛋堆(egg_pile)仍属食材堆, 供鸡窝/蛋液/汤锅煮鸡蛋(raweggsoup)/蛋花汤(eggsoup)/炒锅煎蛋(cookedegg)等使用
========================================
五、蔬果·水果(单个水果, 供榨汁/冰棍/炒冰)
@@ -91,7 +91,7 @@
========================================
12. 大米(brownrice)
转换条件:[静态食材,无独立转换](本次由Java版迁入,用于生米锅/米饭/竹筒饭/蛋炒饭;
米饭需先经 汤锅 煮熟盛出, 再做寿司/蛋炒饭等)
米饭需先经 汤锅 煮熟盛出, 再做寿司(含饭团 rice_balls)/蛋炒饭等)
13. 稻谷(riceseeds)
转换条件:[静态食材,无独立转换](本次由Java版迁入, 水稻种子, 用于种植水稻/产出大米)
+37
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@@ -353,3 +353,40 @@ FurnitureData+FurnitureService 实现, 注册到 FeatureDispatcher)
- 乡野食材: 8分组(含食材堆/蔬果·水果) + 新食材 + 切配半成品
- 乡野自然: apple_leaves/tangerine/grapebushes/firewood/riceseedlings + 稻谷种植 [已重写]
########################################
【厨具】(xy_kitchenware) 2026-09-07
########################################
实现于 xiangyemod/chuju (ChujuData + ChujuService + ChujuTimerService, 注册到 FeatureDispatcher)
一、炉灶 (stove -> stove_1 -> stove_2)
- 加柴: 手持木条(b_15)右键空炉灶 → 加木条(stove_1), 消耗4个木条 [已实现]
- 点燃: 手持打火石(不消耗)/烈焰弹(消耗1)右键加木条 → 点燃(stove_2) [已实现]
二、丸子机 (meatballmaker_0~5, 章鱼小丸子)
- 放面团: 手持面团(dough_0)右键空丸子机 → 加入面团(meatballmaker_1), 消耗1个 [已实现]
- 放鱿鱼须: 手持鱿鱼须(rawsquidwhiskersr)右键 → 加入鱿鱼(meatballmaker_2), 消耗4个 [已实现]
- 放配料: 手持任意物品右键 → 加入配料(meatballmaker_3), 消耗1个 [已实现]
- 计时熟化: 加料完成(_3) 计时30秒 → 半熟(_4) 计时30秒 → 熟(_5)
(autoStart 自动启动, 绝对时间戳写方块实体数据, 退出重进继续计时) [已实现]
- 取成品: 手持盘子(plate_0)右键熟 → 掉落 章鱼小丸子_完整(plate_40) + 还原空 [已实现]
三、搅拌器 (beater 系列)
- 搅肉: 空+肉(生猪排/生牛肉) → 肉_1 → 肉_2(共消耗2个肉); 空手取出 生猪肉馅(rawmeatball_0)/
生牛肉馅(rawmeatball_1), 按放入肉的种类决定 [已实现]
- 搅奶: 空+牛奶桶 → 牛奶_1/2/3(每次消耗1牛奶桶, 返还空桶) [已实现]
- 搅蛋: 空+鸡蛋 → 蛋_1/2/3(共消耗3个鸡蛋) [已实现]
- 取奶油: 蛋完成态(beater_custard_2) + 木碗(消耗1) → 掉落 奶油(cream_0) + 还原空 [已实现]
- 鸡蛋牛奶: 牛奶_3+蛋 或 蛋_3+牛奶桶(返空桶) → 鸡蛋牛奶_1; 空手搅打 → 鸡蛋牛奶_3 [已实现]
- 取蛋液: 鸡蛋牛奶_3 + 盘子(消耗1) → 掉落 蛋液半成品(plate_34) + 还原空 [已实现]
四、石磨 (stonemill)
- 加黄豆: 手持黄豆(soybean)右键石磨 → 加入黄豆, 消耗16个 [已实现]
- 研磨: 空手右键旋转(每次90度), 4次回归完成; 进度存方块实体数据 rtdd_mill(退出重进不丢) [已实现]
- 取油罐: 研磨完成 + 玻璃罐(medicinetank, 消耗1) → 掉落 油罐(oilcan) + 石磨回空 [已实现]
五、蒸笼 (steamer <-> steamercover)
- 盖盖/掀盖: 空手右键双向切换 [已实现]
【留后】见 全部功能没做什么.txt 厨具节 (盘子→脏盘子、油罐⇄油锅/锅铲上油、蒸笼蒸熟、锅铲/锅勺/菜刀/擀面杖具体用法)
+22
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@@ -142,3 +142,25 @@
- 设想: 手持绷带右键回血
- 未做原因: 后续实现 (药物系统转化关系.txt 三、其他静态方块 todo 已标注)
########################################
【厨具】(xy_kitchenware)
########################################
一、盘子-变脏 (plate_0 -> plate_0a)
- 设想: 盘子装盛食物食用后变脏盘子
- 未做原因: 属于食物食用链路, 留到具体菜品/总食用功能实现 (厨具转化关系.txt 五、盘子)
二、油罐⇄油锅/锅铲上油 (oilcan -> 空油锅/炒锅)
- 涉及: 油罐取油耗尽变回玻璃罐(18)、油罐直接上油空炒锅→满油油锅(18a)、
锅铲<->带油锅铲(19/19a)、带油锅铲上油炒锅(20)
- 未做原因: 依赖油锅/炒锅(具体菜品)分类, 留到炒锅/油锅功能实现时做 (厨具转化关系.txt 六、七)
三、蒸笼-蒸熟 (steamercover + 生食 -> 熟)
- 涉及: 蒸饺子/蒸包子/蒸竹筒饭/蒸牛奶鸡蛋
- 未做原因: 蒸熟的具体食材都在面食.甜食分类, 留到面食.甜食实现时做 (厨具转化关系.txt 四)
四、手持厨具具体用法 (锅铲/锅勺/菜刀/擀面杖)
- 涉及: 锅铲翻炒炒锅(21)、锅勺翻煮汤锅(22)、菜刀切割食材半成品(23)、擀面杖擀面团(24)
- 未做原因: 均作用于具体分类(炒锅/汤锅/寿司/面食等), 留到各分类实现时做 (厨具转化关系.txt 七)
+20 -6
View File
@@ -29,10 +29,15 @@
转换条件:[手持 面团(面食.甜食) 右键 进行转换,消耗1个]
机制: 手持面团右键, 消耗1个, 加入面团
4. 加入面团 -> 加入鱿鱼须
4. 加入面团 -> 加入鱿鱼
转换条件:[手持 鱿鱼须(乡野食材) 右键 进行转换]
机制: 手持鱿鱼须右键, 消耗4个
4b. 丸子机(加入鱿鱼) -> 丸子机(加入配料)
转换条件:[手持 任意物品 右键 进行转换, 消耗1个]
机制: 手持任意物品右键, 消耗1个, 加入配料(准备烹制, 计时自动开始)
5. 加入食材 -> 丸子机(半熟) -> 丸子机(熟)
转换条件:[计时自动转换]
机制: 计时约30秒升一级, 共两级变熟
@@ -56,15 +61,17 @@
转换条件:[手持 牛奶 右键 依次放入/搅打]
机制: 手持牛奶右键, 消耗1个, 逐级搅打
9. beater(空) + 蛋 -> 蛋_1 -> 蛋_2 -> 蛋_3(beater_eggsandmilk 前段)
9. beater(空) + 蛋 -> 蛋_1 -> 蛋_2 -> 蛋_3(beater_custard_0~2)
转换条件:[手持 鸡蛋 右键 依次放入/搅打]
机制: 手持鸡蛋右键, 消耗1个, 逐级搅打
机制: 手持鸡蛋右键, 消耗3个, 逐级搅打, 蛋_3为蛋完成态
9a. 蛋完成态(beater_custard_2) + 木碗 -> 奶油(cream_0)
转换条件:[手持 木碗(bowlasoup) 右键 进行转换, 不加入牛奶]
机制: 蛋完成态不加入牛奶, 手持木碗右键取出, 获得 奶油(cream_0, 乡野食材/调味·佐料)一份
10. 牛奶/蛋 互通到"鸡蛋牛奶"流程 (beater_eggsandmilk_0~2)
转换条件:[牛奶_2 再放 蛋 / 蛋_3 再放 牛奶]
转换条件:[牛奶_3 再放 蛋 / 蛋_3 再放 牛奶]
机制: 不论先搅打牛奶还是先搅打蛋, 最后都要走进"鸡蛋牛奶"流程;
提示按先加入的来提示另一个: 先牛奶就提示"加入蛋", 先蛋就提示"加入牛奶"
若当前为蛋完成态(蛋_3), 提示语额外追加"用木碗可获得奶油一份"
11. beater_eggsandmilk_2(鸡蛋牛奶完成) -> 蛋液半成品(plate_34)
转换条件:[手持 盘子(plate_0) 右键 进行转换]
机制: 手持盘子右键, 消耗1个盘子, 取出 蛋液半成品(plate_34, 归面食.甜食/面团·胚料组)
@@ -107,10 +114,17 @@
18. oilcan(油罐) 取油耗尽 -> medicinetank(玻璃罐)
转换条件:[油罐 取油使用次数扣到0]
机制: 油罐的油被取光(被锅铲取油16次)后, 变回 玻璃罐(medicinetank)
18a. oilcan(油罐) 直接上油空炒锅 -> 满油油锅 + 空玻璃罐
转换条件:[手持 油罐(oilcan) 右键 空炒锅(rtdd:wok)]
机制: 手持油罐右键空炒锅, 消耗1个油罐, 获得1个空玻璃罐(medicinetank),
空炒锅(wok) 变为 满油油锅(oilpan, 添油锅)
(油罐直接上油 与 带油锅铲上油(第20条) 二者择一)
========================================
七、手持厨具物品
========================================
说明: 本节的物品形态变化(锅铲<->带油锅铲、油罐取油等)直接替换玩家手上的物品,
不要像方块交互那样以掉落物形式产出
19. spatula(锅铲) -> spatula_oil(带油锅铲)
转换条件:[手持 锅铲 右键 油罐(oilcan)]
机制: 锅铲右键油罐, 变为带油锅铲(附魔光效), 油罐使用次数-1
+16 -5
View File
@@ -2,23 +2,24 @@
【寿司】(xy_sushi) 转化关系
========================================
说明(基于行为包实际方块清单重写):
- 寿司方块: sushi_0(干海带)、sushi_1(干海带加米饭)
- 寿司方块: sushi_0(干海带/海苔)、sushi_1(干海带加米饭)
鳕鱼寿司(codsushi_1~6/codsushicubes_1/2)、鲑鱼寿司(salmonsushi_1~6/salmonsushicubes_1/2)、
热带鱼寿司(fishsushi_1~5/fishsushicubes_1/2/fishmonsushi_6)、
手握(nigirisushi 系列)、寿司堆(sushipile_0~5)、盘装(plate_27/28/29/42)
- 【米饭来源·逻辑严谨】寿司用"米饭"是熟米饭: 大米(brownrice, 食材) 经 汤锅 煮成生米锅,
计时煮熟, 木碗盛出为碗装米饭(bowlofrice), 才可用于做寿司。见 汤锅转化关系.txt 37~39
竹筒饭用生大米(见 面食.甜食 竹筒饭组), 二者不要混淆
- 制作规律: 干海带 -> 加米饭 -> 加鱼 -> 卷制 -> 切块 -> 堆叠/手握
- 制作规律: 海苔 -> 加米饭 -> 加鱼 -> 卷制 -> 切块 -> 堆叠/手握; 饭团由手握裹海苔而成
- 竹帘/菜刀: 卷制用 竹帘, 切块用 菜刀(cleaver, 厨具)
- 已归入禁用: 切寿司(cutsushi)
- 【饭团·新增】饭团(rice_balls) 由手握普通寿司裹海苔而成, 归 手握寿司组(sushi_05_nigiri)
========================================
一、寿司·基础组
========================================
1. sushi_0(干海带) -> sushi_1(干海带加米饭)
1. sushi_0(干海带/海苔) -> sushi_1(干海带加米饭)
转换条件:[手持 米饭(汤锅盛出的碗装米饭 bowlofrice) 右键, 消耗1个]
机制: 铺上米饭(米饭来源见 汤锅转化关系.txt)
机制: 海苔上铺米饭(米饭来源见 汤锅转化关系.txt)
========================================
二、鳕鱼寿司组
@@ -49,7 +50,8 @@
========================================
五、手握寿司组
========================================
(手握: sushi_1(加米饭) + 鱼 -> 手握一个 -> 两个 -> 三个)
(手握: sushi_1(加米饭) + 鱼 -> 手握一个 -> 两个 -> 三个;
饭团(rice_balls) 亦归本组)
14. sushi_1 + 鳕鱼 -> nigirisushicod_2(一个) -> nigirisushicod_3(两个)
(nigirisushifishcod 为鳕鱼手握)
15. sushi_1 + 鲑鱼 -> nigirisushisalnom_2(一个) -> nigirisushisalnom_3(两个)
@@ -73,3 +75,12 @@
- plate_29: 盘装寿司(手握鲑鱼三份+鲑鱼寿司)
- plate_42: 盘装寿司(手握鱿鱼三份+热带鱼寿司)
机制: 成品摆盘方块, 由对应手握/卷寿司组合摆放而成, 无独立转换
========================================
八、饭团(新增)
========================================
物品: rice_balls(饭团)
21. 手握普通寿司(nigirisushi) + 海苔(sushi_0 干海带) -> rice_balls(饭团)
转换条件:[手持 海苔(干海带 sushi_0) 右键, 消耗1个]
机制: 米饭手握(手握普通寿司)裹上海苔, 捏成三角饭团, 掉落/获得饭团物品
(米饭来源见 汤锅转化关系.txt 米饭流程; 饭团归 手握寿司组 sushi_05_nigiri)
+27 -3
View File
@@ -9,6 +9,10 @@
- 出锅: 手持 木碗(bowlasoup, 厨具) 右键, 消耗1个, 获得碗装成品(bowla*)
- 米饭流程: 大米(brownrice, 乡野食材) -> rawricepot(生米锅) -> ricepot_1~3(熟米饭)
-> 木碗盛出 bowlofrice(碗装米饭), 再用于 寿司(见 寿司转化关系.txt)/蛋炒饭(炒锅)
- 【鸡蛋·多用途联动】同一"鸡蛋"原料("鸡蛋堆 egg_pile"拆出或原版鸡蛋)贯穿三处:
-> 汤锅: 蛋花汤(eggsoup) / 煮鸡蛋(raweggsoup -> cookedeggsoup -> 水煮蛋)
-> 炒锅: 煎蛋(cookedegg, 炒锅转化关系.txt 第19条)
-> 厨具: 搅拌器蛋液(beater_eggsandmilk_*, 厨具转化关系.txt 三)
- 依赖: 灶台底座(炉灶点燃态); 食材来自 乡野食材分类
========================================
@@ -77,8 +81,28 @@
寿司 干海带+米饭(寿司转化关系.txt) / 炒锅 蛋炒饭(炒锅转化关系.txt))
========================================
五、出锅(熟汤羹 + 木碗 -> 碗装成品)
五、煮鸡蛋组(新增独立分组 itemGroup.name.tangguo_boiledeggs)
========================================
方块: raweggsoup(煮鸡蛋_生)、cookedeggsoup(煮鸡蛋_熟)
成品: boiled_egg(水煮蛋, 归 tangguo_finished 成品组)
- 本组由 禁用(xy_jinyong) 移回汤锅, 单独成组
40. stewedsoupwater(汤锅加水) + 鸡蛋 -> raweggsoup(煮鸡蛋_生)
转换条件:[手持 鸡蛋 右键, 消耗1个]
机制: 鸡蛋入锅, 变为生煮鸡蛋
41. raweggsoup(煮鸡蛋_生) -> cookedeggsoup(煮鸡蛋_熟)
转换条件:[计时约60秒变熟]
机制: 生煮鸡蛋计时煮熟
42. cookedeggsoup(煮鸡蛋_熟) + 木碗(bowlasoup) -> boiled_egg(水煮蛋)
转换条件:[手持 木碗 右键, 消耗1个木碗, 获得水煮蛋]
机制: 从锅中捞出煮熟的鸡蛋, 水煮蛋归成品菜组(与其它汤羹木碗出锅机制一致)
========================================
六、出锅(熟汤羹 + 木碗 -> 碗装成品)
========================================
机制: 手持 木碗(bowlasoup, 厨具) 右键熟汤羹, 消耗1个木碗, 获得对应碗装成品
(各汤羹熟态出锅 -> bowla* 系列, 成品归 tangguo_finished 成品组)
- 豆腐汤熟态/鱿鱼汤熟态 方块当前为禁用分类
(各汤羹熟态出锅 -> bowla* 系列, 成品归 tangguo_finished 成品组;
水煮蛋(boiled_egg) 亦归 tangguo_finished 成品组)
- 豆腐汤熟态/鱿鱼汤熟态 方块当前为禁用分类
+4
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@@ -8,6 +8,8 @@
- 出锅: 手持 盘子(plate_0) 右键, 消耗1个盘子, 获得成品菜(plate_* 归成品组)
- 依赖: 灶台底座(炉灶点燃态 stove_2, 见 厨具转化关系.txt); 食材来自 乡野食材分类
- 米饭: 蛋炒饭用 汤锅煮米木碗盛出的熟米饭(见 汤锅转化关系.txt)
- 鸡蛋联动: 生鸡蛋 -> 煎蛋(cookedegg) 用于蛋炒饭; 生鸡蛋另可 汤锅 煮鸡蛋(raweggsoup)/蛋花汤(eggsoup)
(鸡蛋来自 鸡蛋堆 egg_pile, 乡野食材; 炒锅煎蛋 与 汤锅煮鸡蛋 互不干扰, 同源不同处理)
========================================
一、基础工具
@@ -52,6 +54,7 @@
17. oilpan + 鲑鱼 -> cookingfish(煎鲑鱼_生) -> 熟
18. oilpan + 鱿鱼 -> cookingsquid(炒鱿鱼_生) -> 半熟 -> 熟
19. oilpan + 鸡蛋 -> cookedegg(煎蛋)
(鸡蛋同源: 还用于 汤锅 煮鸡蛋/蛋花汤, 见 汤锅转化关系.txt; 煎蛋为蛋炒饭前置)
========================================
四、各菜谱(胡萝卜锅底/辣椒锅底 + 肉/鱼 -> 菜)
@@ -96,6 +99,7 @@
========================================
48. cookedegg(煎蛋) + 米饭(汤锅盛出) -> riceegg_1(蛋炒饭_生) -> 翻炒3次 riceegg_2(熟)
+ 米饭 -> riceegg_3(蛋炒饭_加米饭_熟)
(煎蛋来自第19条; 米饭来自 汤锅 大米煮饭盛出, 见 汤锅转化关系.txt 四)
49. riceegg_3 -> 蛋炒饭成品(bowlofriceegg)
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@@ -7,6 +7,7 @@
- 【擀面杖】: 擀面用 擀面杖(rollingpin_1/2/3, 本分类) 配合 厨具的 rollingpin,
加工中擀面杖会被消耗, 干完最后一步掉落返还(见 厨具转化关系.txt 七)
- 【蛋液半成品】plate_34: 由 搅拌器(厨具) 鸡蛋牛奶流程 用盘子取出(见 厨具转化关系.txt 三)
(鸡蛋同源: 另用于 汤锅 煮鸡蛋/蛋花汤、炒锅 煎蛋, 见 汤锅/炒锅转化关系.txt)
- 【米饭/大米区分】: 竹筒饭/生米锅用 生大米(brownrice); 蛋炒饭/寿司用 熟米饭(汤锅盛出)
- 【面团用途】: 面团(rawdough/dought 系列) 供 丸子机(厨具)/炒锅煎饼(炒锅) 使用
- 【生面】noodles: 供 汤锅生面汤/炒锅意面(见 汤锅/炒锅转化关系.txt)