烧烤 动物养殖 分类 功能实现2
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@@ -35,6 +35,9 @@ 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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# ---- 方块实体数据组件(计时持久化:把开始时间戳+时长写进方块,重启后继续计时) ----
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blockEntityDataComp = comp.CreateBlockEntityData(LevelId)
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# ---- 只导入动物养殖自己的数据库 ----
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from ..AnimalData import ANIMAL_SWITCHES
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@@ -73,9 +76,6 @@ class AnimalService(BlueFoxServerSystem):
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if sw.get("type") == "timer":
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self.animalTimers[sw["source"]] = sw
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# ---- 计时去重表:key=(dim,x,y,z) -> 上次启动计时的时间戳 ----
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self._timerSchedule = {}
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# ---- 右键冷却表:防止连点瞬间触发多次 ----
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self.cooldown = {}
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@@ -185,6 +185,10 @@ class AnimalService(BlueFoxServerSystem):
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nextTimer = self.animalTimers[recipe["target"]]
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self.startTimer(key, nextTimer, dim, playerId)
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# 转换成功提示
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if recipe.get("tip"):
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comp.CreateMsg(playerId).NotifyOneMessage(playerId, recipe["tip"])
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return
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# ---- 逆向操作:取东西/清理 ----
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@@ -198,43 +202,129 @@ class AnimalService(BlueFoxServerSystem):
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if recipe.get("target"):
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self.replaceBlock(pos, dim, recipe["target"], playerId)
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# 转换成功提示
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if recipe.get("tip"):
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comp.CreateMsg(playerId).NotifyOneMessage(playerId, recipe["tip"])
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# ============================================================================
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# 计时型规则处理(AddTimer 一次性定时,不依赖方块实体tick)
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# 计时型规则处理(方块实体 tick 持久化计时)
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# ============================================================================
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def startTimer(self, key, recipe, dim, playerId=None):
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"""
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为计时型规则启动一次性定时器。
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1 秒内的重复调用会被去重(防止多次右键重复计时)。
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到时间后由 _timerDone 检查方块状态并执行转换。
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"""
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now = time.time()
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last = self._timerSchedule.get(key, 0)
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if now - last < 1.0:
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return
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self._timerSchedule[key] = now
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t = recipe.get("time", 60)
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# 用系统自带 AddTimer 一次性定时
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self.AddTimer(t, self._timerDone, key, recipe, dim)
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def _timerDone(self, key, recipe, dim):
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"""
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定时器到点回调:
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检查当前方块是否仍是计时源方块(防止玩家中途改变了方块),
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是则替换为下一状态;若新状态仍是计时源则继续下一级计时。
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启动计时:把 计时标识+开始时间戳+时长 写入方块实体数据。
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- 已处于本规则计时中的方块不会重复重置时间(防止空手右键刷新计时)
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- 到点判断由 FeatureDispatcher 转发的 ServerBlockEntityTickEvent 完成
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- 时间戳存在方块上 → 服务器重启/玩家重进后继续计时
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"""
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pos = (key[1], key[2], key[3])
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# 去重:如果该方块已经在本规则计时中,不重置(保持原剩余时间)
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try:
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data = blockEntityDataComp.GetBlockEntityData(dim, pos)
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if data and data.get("rtdd_tid") == recipe["source"]:
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return
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except Exception:
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pass
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self._writeTimerData(dim, pos, recipe, playerId)
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# 计时开始提示
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if playerId and recipe.get("startTip"):
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comp.CreateMsg(playerId).NotifyOneMessage(playerId, recipe["startTip"])
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def handleBlockEntityTick(self, args):
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"""FeatureDispatcher 转发:计时方块每 tick 检查是否到点"""
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posDim = args.get("posDim")
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if not posDim:
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return
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dim = posDim[3]
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pos = (posDim[0], posDim[1], posDim[2])
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self._tickProcess(dim, pos)
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def _tickProcess(self, dim, pos):
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"""
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tick 主逻辑:读方块上记录的计时数据,到点就执行转换。
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即便服务器重启过,只要 tick 恢复,时间戳照常生效,
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比如烤制进行到 40 秒退出,回来时按原时间戳继续,只剩 20 秒。
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"""
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try:
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data = blockEntityDataComp.GetBlockEntityData(dim, pos)
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if not data:
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return
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tid = data.get("rtdd_tid")
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if not tid:
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return
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recipe = self.animalTimers.get(tid)
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if not recipe:
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return
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tstart = data.get("rtdd_tstart", 0)
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tdur = data.get("rtdd_tdur", 0)
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if time.time() - tstart >= tdur:
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self._finishTimer(dim, pos, recipe, data)
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except Exception:
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pass
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def _finishTimer(self, dim, pos, recipe, data):
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"""
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计时到点:确认方块仍是计时源后替换方块。
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- 若新方块是下一级计时源 → 写入新计时数据继续
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- 若整条链结束 → 清除计时数据,并给启动者发送完成提示
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"""
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try:
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cur = comp.CreateBlockInfo(LevelId).GetBlockNew(pos, dim)
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if not cur or cur.get("name") != recipe["source"]:
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return # 方块已变,放弃本次转换
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if cur and cur.get("name") != recipe["source"]:
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# 方块已被玩家改变 → 清掉过期计时
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self._clearTimerData(dim, pos)
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return
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# 替换方块
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self.replaceBlock(pos, dim, recipe["target"], None)
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# 若新方块仍是计时源 → 继续下一级计时(如 满→半→少→空)
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nextRecipe = self.animalTimers.get(recipe["target"])
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if nextRecipe:
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self.startTimer(key, nextRecipe, dim)
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# 下一级计时(换新的开始时间戳)
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self._writeTimerData(dim, pos, nextRecipe, data.get("rtdd_tp"))
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else:
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# 整条链结束:清数据 + 完成提示
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self._clearTimerData(dim, pos)
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doneTip = recipe.get("doneTip")
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if doneTip:
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self._notifyIfOnline(data.get("rtdd_tp"), doneTip)
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except Exception:
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pass
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# ---- 计时数据读写(存在方块实体数据里,重启不丢) ----
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def _writeTimerData(self, dim, pos, recipe, playerId=None):
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"""把计时信息写进方块实体数据"""
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try:
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blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
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if blockData is None:
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return
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blockData["rtdd_tid"] = recipe["source"]
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blockData["rtdd_tstart"] = time.time()
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blockData["rtdd_tdur"] = recipe.get("time", 60)
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blockData["rtdd_tp"] = playerId if playerId else ""
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except Exception:
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pass
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def _clearTimerData(self, dim, pos):
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"""清除方块上的计时数据"""
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try:
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blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
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if blockData is None:
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return
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blockData["rtdd_tid"] = ""
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blockData["rtdd_tstart"] = 0
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blockData["rtdd_tdur"] = 0
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blockData["rtdd_tp"] = ""
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except Exception:
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pass
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def _notifyIfOnline(self, playerId, tip):
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"""若启动者在线,发送完成提示(离线则跳过)"""
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if not tip or not playerId:
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return
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try:
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ids = comp.CreateGame(LevelId).GetAllPlayerIds()
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if playerId in ids:
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comp.CreateMsg(playerId).NotifyOneMessage(playerId, tip)
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except Exception:
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pass
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