提供物品放置方块功能
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@@ -27,6 +27,7 @@ from xiangyemod.tangguo.service.TangguoTimerService import TangguoTimerService
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from xiangyemod.chaoguo.service.ChaoguoService import ChaoguoService
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from xiangyemod.chaoguo.service.ChaoguoTimerService import ChaoguoTimerService
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from xiangyemod.shiyongfood.service.ShiyongfoodService import ShiyongfoodService
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from xiangyemod.placeblock.service.PlaceBlockService import PlaceBlockService
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if not serverApi.IsInServer():
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# 客户端进程: 导入客户端拦截系统(继承 BlueFoxClientSystem, 框架自动注册),
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@@ -619,7 +619,7 @@ SWITCH_RULES = [
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# 盖饭转换清单(正向+反向共用): dish=成品菜, target=盖饭
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GAI_FAN_ITEMS = [
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{"dish": PLATE_47, "target": PLATE_48,
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{"dish": PLATE_47, "target": PLATE_48, "giveItem": PLATE_48,
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"name": "辣子鸡丁", "gaiName": "辣子鸡丁盖饭(全份)"},
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{"dish": PLATE_54, "target": PLATE_55,
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"name": "香菇滑鸡", "gaiName": "香菇滑鸡盖饭(全份)"},
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@@ -635,16 +635,17 @@ for _g in GAI_FAN_ITEMS:
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_target = _g["target"]
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_name = _g["name"]
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_gai = _g["gaiName"]
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_give = _g.get("giveItem") # 给定则"被点方块消失 + 给玩家物品", 否则原位替换成 target 方块
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# 正向: 手持成品菜 右键 米饭(三形态任一) -> 米饭变盖饭
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for _rice in RICE_FORMS:
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ITEM_USE_ON_RULES.append({
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"item": _dish, "surface": _rice, "target": _target, "consume": 1,
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"tip": None})
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"giveItem": _give, "tip": None})
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# 反向: 手持 米饭(三形态任一) 右键 成品菜 -> 菜品变盖饭
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for _rice in RICE_FORMS:
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ITEM_USE_ON_RULES.append({
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"item": _rice, "surface": _dish, "target": _target, "consume": 1,
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"tip": None})
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"giveItem": _give, "tip": None})
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# 蛋炒饭 加米饭(形态1/2/3都行) -> 炒锅_87(蛋炒饭_加米饭_熟)
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for _rice in RICE_FORMS:
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ITEM_USE_ON_RULES.append({
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+7
-1
@@ -198,7 +198,13 @@ class ChaoguoService(BlueFoxServerSystem):
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self.consumeItem(playerId, itemDict, consume)
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# 替换被右键的表面方块(米饭变盖饭 / 菜品变盖饭 / 蛋炒饭变熟)
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self.replaceBlock(pos, dim, recipe["target"], playerId)
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# giveItem: 新成品菜体系 —— 被点方块消失, 改为给玩家"成品菜物品"(可再放置出对应方块)
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giveItem = recipe.get("giveItem")
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if giveItem:
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self.replaceBlock(pos, dim, "minecraft:air", playerId)
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self.giveItemToPlayer(playerId, giveItem, 1, pos, dim)
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else:
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self.replaceBlock(pos, dim, recipe["target"], playerId)
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self._clearWokData(dim, pos)
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return True
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@@ -0,0 +1 @@
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# -*- coding: utf-8 -*-
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+165
@@ -0,0 +1,165 @@
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# -*- coding: utf-8 -*-
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"""
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================================================================================
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【物品放置方块】(placeblock) 服务 —— 创造栏显示 2D 物品图标, 放置出指定方块模型
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================================================================================
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背景: 网易 1.10 自定义物品不支持 minecraft:block_placer(实测"放不下去");
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原版 1.21.60 物品虽能 block_placer, 但其 menu_category 只能进原版分页,
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进不了网易自定义分页(如 xy_finished)。两者无法兼得。
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方案A(脚本补位): 方块本体 register_to_creative_menu:false 不出现在创造栏;
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另建带 2D 图标、category 指向自定义分页的网易 1.10 物品(分页正确);
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手持该物品右键任意方块 -> 在被点面的相邻格放置对应方块, 消耗 1 个
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(创造模式不消耗)。
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路由: 走 FeatureDispatcher 的 itemUseOn(itemName -> 服务), 与其它转换服务同机制。
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================================================================================
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"""
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import time
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import mod.server.extraServerApi as serverApi
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ServerSystem = serverApi.GetServerSystemCls() # 服务端系统基类
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comp = serverApi.GetEngineCompFactory() # 组件工厂
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from ....BlueFoxTools.SpecialFunciton.BlueFoxSystem import BlueFoxServerSystem
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from ....BlueFoxTools.ToolsConfig import LevelId
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from ...service.FeatureDispatcher import FeatureDispatcher, FACE_OFFSET
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# ---- 物品 -> 放置出的方块(要新增的成品菜在这里登记) ----
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PLACE_ITEMS = {
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"rtdd:plate_48": "rtdd:plate_48_block",
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}
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# ---- 视为"可放置"的目标方块(空气/水) ----
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AIR_LIKE = ("minecraft:air", "minecraft:water", "minecraft:flowing_water")
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# ---- 同一玩家两次放置的最小间隔(秒, 防连点重复放置) ----
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PLACE_COOLDOWN = 0.2
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# ---- 朝向微调: 0=方块正面朝玩家视线方向; 2=方块正面朝玩家(视线反方向, 与正常摆放一致) ----
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FACING_FLIP = 0
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class PlaceBlockService(BlueFoxServerSystem):
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"""物品放置方块服务(创造栏 2D 图标 -> 放置 3D 方块)"""
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def __init__(self, namespace, systemName):
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BlueFoxServerSystem.__init__(self, namespace, systemName)
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self.itemBlocks = dict(PLACE_ITEMS)
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self.cooldown = {}
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FeatureDispatcher.register(self)
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# ------------------------------------------------------------------
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# 分发器路由表(FeatureDispatcher 调用)
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# ------------------------------------------------------------------
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def getFeatureBlocks(self):
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"""本服务不接管任何"右键方块", 只处理 itemUseOn"""
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return []
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def getItemUseOnRules(self):
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"""手持放置物品右键方块表面 -> 由本服务处理"""
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return {item: True for item in self.itemBlocks}
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def ownsItemUseOn(self, itemName, clickedName):
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"""声明本服务明确处理这些物品的 itemUseOn(不受被点方块归属影响)"""
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return itemName in self.itemBlocks
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# ------------------------------------------------------------------
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# 入口: 手持放置物品右键方块 -> 在相邻格放置方块 + 消耗1
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# ------------------------------------------------------------------
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def handleItemUseOn(self, args):
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itemName = args.get("itemName")
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blockName = self.itemBlocks.get(itemName)
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if not blockName:
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return False
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playerId = args.get("playerId") or args.get("entityId")
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if not playerId:
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return False
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# 冷却: 防连点重复放置
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now = time.time()
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if now - self.cooldown.get(playerId, 0) < PLACE_COOLDOWN:
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return True
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self.cooldown[playerId] = now
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x, y, z = args.get("x"), args.get("y"), args.get("z")
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face = args.get("face", 1)
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if x is None or y is None or z is None:
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return False
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dim = args.get("dimensionId")
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if dim is None:
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try:
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dim = comp.CreateDimension(playerId).GetEntityDimensionId()
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except Exception:
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return False
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# 落点 = 被点方块相邻的那一格(0下 1上 2北 3南 4西 5东)
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off = FACE_OFFSET.get(face, (0, 1, 0))
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target = (x + off[0], y + off[1], z + off[2])
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# 目标位置必须是空气/水, 否则不放置(交还原版)
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try:
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b = comp.CreateBlockInfo(LevelId).GetBlockNew(target, dim)
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name = b.get("name") if b else None
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if name not in AIR_LIKE:
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return False
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except Exception:
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return False
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# 放置方块(朝向按玩家水平朝向, 与正常摆放一致)
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try:
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aux = self._facingAux(playerId)
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ok = comp.CreateBlockInfo(LevelId).SetBlockNew(
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target, blockDict={"name": blockName, "aux": aux},
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oldBlockHandling=0, dimensionId=dim)
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except Exception:
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ok = False
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if not ok:
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return False
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# 消耗 1 个(创造模式不消耗)
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if not self._isCreative(playerId):
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self._consumeOne(playerId, itemName)
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return True
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# ------------------------------------------------------------------
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# 工具
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# ------------------------------------------------------------------
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def _facingAux(self, playerId):
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"""
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netease:face_directional(type=direction) 的朝向值:
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0=南(+Z) 1=西(-X) 2=北(-Z) 3=东(+X)
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按玩家水平朝向(视线方向)取值; 若方向相反/偏移, 调 FACING_FLIP。
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"""
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try:
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rot = comp.CreateRot(playerId).GetRot()
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dx, _dy, dz = serverApi.GetDirFromRot(rot)
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if abs(dx) >= abs(dz):
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face = 3 if dx > 0 else 1 # +X 东 / -X 西
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else:
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face = 0 if dz > 0 else 2 # +Z 南 / -Z 北
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except Exception:
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face = 0
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# 与正常摆放一致的微调: 方块"正面"朝向玩家(视线反方向)时改为 face+2
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return (face + FACING_FLIP) % 4
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def _isCreative(self, playerId):
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try:
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return comp.CreateGame(LevelId).GetPlayerGameType(playerId) == 1
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except Exception:
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return False
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def _consumeOne(self, playerId, itemName):
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try:
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itemComp = comp.CreateItem(playerId)
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carried = itemComp.GetPlayerItem(
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serverApi.GetMinecraftEnum().ItemPosType.CARRIED, 0, True)
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if not carried or carried.get("newItemName") != itemName:
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return
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count = carried.get("count", 1)
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itemComp.SetEntityItem(
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serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
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{"itemName": itemName,
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"count": max(count - 1, 0),
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"auxValue": carried.get("newAuxValue", 0),
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"userData": carried.get("userData", {})})
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except Exception:
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pass
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+1
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# -*- coding: utf-8 -*-
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+10
-1
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"rtdd:beancurd", # 豆腐
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}
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ITEM_USE_ON_CANCEL_BY_ITEM = PLACE_ITEMS | EAT_ITEMS
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# ---- 方案A: 物品放置方块 (placeblock) ----
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# 手持该物品右键任意方块表面 -> 客户端 ret 掉默认行为并显式 ItemUseOnRequest,
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# 服务端 PlaceBlockService.handleItemUseOn 负责在被点面相邻格放置对应方块。
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# (原版 1.21 物品的 block_placer 可用但只能进原版分页; 网易 1.10 物品能进自定义
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# 分页但不支持 block_placer, 故用脚本放置, 两者兼得。)
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PLACE_BLOCK_ITEMS = {
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"rtdd:plate_48",
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}
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ITEM_USE_ON_CANCEL_BY_ITEM = PLACE_ITEMS | EAT_ITEMS | PLACE_BLOCK_ITEMS
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# ============================================================================
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+1
-1
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{"block": "rtdd:cookedpancake", "hunger": 9,
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"effects": [("saturation", 30, 1), ("resistance", 30, 1)]},
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# 盖饭
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{"block": "rtdd:plate_48", "target": "rtdd:plate_48a", "hunger": 9,
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{"block": "rtdd:plate_48_block", "target": "rtdd:plate_48a", "hunger": 9,
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"effects": [("regeneration", 20, 2), ("health_boost", 60, 4)]},
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{"block": "rtdd:plate_48a", "hunger": 8, "drop": PLATE_DIRTY},
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{"block": "rtdd:plate_55", "target": "rtdd:plate_55a", "hunger": 9,
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