箭桶修复

This commit is contained in:
wenhe committed 2026-08-06 11:37:28 +08:00
1 parent e38c2b4b38
commit 2a8c7e8328
1 file changed
+190 -116
@@ -46,6 +46,10 @@ from ...BlueFoxTools.ToolsConfig import LevelId
# 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
@@ -157,7 +161,7 @@ class BlockSwitchService(BlueFoxServerSystem):
# ============================================================================
# 主入口:玩家右键方块
# ============================================================================
# ============================================================================
def OnBlockUse(self, args):
"""
@@ -307,7 +311,7 @@ class BlockSwitchService(BlueFoxServerSystem):
return
# ---- 切换型 ----
# 内存中已有数据(_loadBlockDataToMemory 已加载),直接用
# 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) ----
@@ -425,13 +429,27 @@ class BlockSwitchService(BlueFoxServerSystem):
"""
try:
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
print "[BlockSwitchService] _writeBlockData GetBlockEntityData returned: %s (pos=%s dim=%s)" % (type(blockData).__name__ if blockData is not None else "None", pos, dim)
if blockData is None:
print "[BlockSwitchService] _writeBlockData blockData is None: pos=%s dim=%s" % (pos, dim)
return
for key, value in kwargs.items():
print "[BlockSwitchService] _writeBlockData setting: [%s]=%s (type=%s)" % (key, value, type(value).__name__)
blockData[key] = value
# 写入后立即读取验证
verifyData = blockEntityDataComp.GetBlockEntityData(dim, pos)
if verifyData:
for key in kwargs:
try:
val = verifyData[key]
print "[BlockSwitchService] _writeBlockData verify: [%s]=%s" % (key, val)
except:
print "[BlockSwitchService] _writeBlockData verify: [%s]=<KEY_ERROR>" % key
else:
print "[BlockSwitchService] _writeBlockData verify FAILED: blockData is None after write!"
except Exception as e:
print "[BlockSwitchService] _writeBlockData 写入失败: pos=%s dim=%s err=%s" % (pos, dim, str(e))
import traceback
print "[BlockSwitchService] _writeBlockData 写入失败: pos=%s dim=%s err=%s trace=%s" % (pos, dim, str(e), traceback.format_exc())
def _saveRecord(self, key, playerId, pos, dim, record):
"""
@@ -471,6 +489,7 @@ class BlockSwitchService(BlueFoxServerSystem):
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。
"""
print "[BlockSwitchService] saveSwitchRecord pos=%s dim=%s record=%s" % (pos, dim, record)
if "count" in record:
self._writeBlockData(dim, pos,
rtdd_swt="count",
@@ -492,18 +511,39 @@ class BlockSwitchService(BlueFoxServerSystem):
"""
try:
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
print "[BlockSwitchService] loadSwitchRecord GetBlockEntityData returned: %s (pos=%s dim=%s)" % (type(blockData).__name__ if blockData is not None else "None", pos, dim)
if blockData is None:
print "[BlockSwitchService] loadSwitchRecord blockData is None!"
return None
# 注意:BlockEntityData 对象不支持 .keys() 和 .get() 方法
# 只支持 [] 操作符(__getitem__),key 不存在会抛 KeyError
swt = blockData["rtdd_swt"] # 记录类型:"count" 或 "stack"
print "[BlockSwitchService] loadSwitchRecord rtdd_swt=%s" % swt
if swt == "count":
count = blockData["rtdd_swc"]
itemName = blockData["rtdd_swi"]
try:
auxValue = blockData["rtdd_swa"]
except (KeyError, Exception):
auxValue = 0
print "[BlockSwitchService] loadSwitchRecord count data: count=%s itemName=%s auxValue=%s" % (count, itemName, auxValue)
return {
"count": blockData["rtdd_swc"],
"itemName": blockData["rtdd_swi"],
"auxValue": blockData.get("rtdd_swa", 0),
"count": count,
"itemName": itemName,
"auxValue": auxValue,
}
elif swt == "stack":
stack = blockData["rtdd_sws"]
print "[BlockSwitchService] loadSwitchRecord stack data: len=%s" % len(stack)
return {
"stack": blockData["rtdd_sws"],
"stack": stack,
}
except:
else:
print "[BlockSwitchService] loadSwitchRecord unknown swt: %s" % swt
return None
except Exception as e:
import traceback
print "[BlockSwitchService] loadSwitchRecord exception: %s trace=%s" % (str(e), traceback.format_exc())
return None
def clearSwitchRecord(self, key, playerId, pos, dim):
@@ -513,6 +553,147 @@ class BlockSwitchService(BlueFoxServerSystem):
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。
"""
print "[BlockSwitchService] _saveRecordDelayed key=%s record=%s" % (key, record)
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。
"""
print "[BlockSwitchService] _clearRecordDelayed key=%s" % (key,)
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
# ============================================================================
@@ -587,111 +768,4 @@ class BlockSwitchService(BlueFoxServerSystem):
如果背包满了,物品会掉在地上。
"""
comp.CreateItem(playerId).SpawnItemToPlayerInv(
{"itemName": itemName, "count": count, "auxValue": auxValue}, playerId)
# ============================================================================
# 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
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)})
{"itemName": itemName, "count": count, "auxValue": auxValue}, playerId)