钓鱼获得龙虾/螃蟹 改小bug(可用版本)
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@@ -117,6 +117,15 @@ OIL_CAN_ITEM = "rtdd:oilcan" # 油罐(石磨产物)
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# 石磨材料标识(存方块实体 rtdd_stm): 'soybean'=黄豆, 'wheat'=小麦
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STONEMILL_MATERIAL_KEY = "rtdd_stm"
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# 石磨·客户端消闪拦截(BlockUse): 手持 玻璃罐/黄豆/小麦 右键石磨, 提前取消"放置预览",
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# 再显式通知服务端(见 InterceptData.BLOCKUSE_CANCEL / ClientFeatureDispatcher)。
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# 实际行为仍由服务端 handleStonemill 决定(加料研磨 / 玻璃罐取油罐 / 空手取面粉)。
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STONEMILL_BLOCKUSE = [
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{"item": GLASS_TANK_ITEM, "block": "rtdd:stonemill"}, # 玻璃罐取油罐
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{"item": SOYBEAN_ITEM, "block": "rtdd:stonemill"}, # 加黄豆研磨
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{"item": WHEAT_ITEM, "block": "rtdd:stonemill"}, # 加小麦研磨
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]
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# ============================================================================
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# 四B、手持厨具物品(七、手持厨具物品): 锅铲 <-> 带油锅铲, 油罐蘸油/上油炒锅
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# 19. 锅铲(spatula) 右键油罐(oilcan) -> 带油锅铲(spatula_oil, 附魔光效), 油罐次数-1
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+17
-8
@@ -547,7 +547,8 @@ class ChujuService(BlueFoxServerSystem):
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if prog is None or prog < 0:
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return False
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mat = self._readMillMat((x, y, z), dim) or "soybean"
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ret = FLOUR_ITEM if mat == "wheat" else SOYBEAN_ITEM
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# 打碎返还【放入的原料】(不是成品): 小麦返小麦, 黄豆返黄豆
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ret = WHEAT_ITEM if mat == "wheat" else SOYBEAN_ITEM
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count = WHEAT_COUNT if mat == "wheat" else SOYBEAN_COUNT
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# 有材料:额外掉落对应原料(石磨本体由默认破坏掉落)
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try:
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@@ -559,11 +560,17 @@ class ChujuService(BlueFoxServerSystem):
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return False
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def _handleStonemill(self, playerId, pos, dim, itemDict, itemName, key):
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prog = self._readMill(pos, dim) # None=空, 0~3=研磨中, 4=完成
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prog = self._readMill(pos, dim) # None/负=空(未放料, 或已取走成品), 0~3=研磨中, 4=完成
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mat = self._readMillMat(pos, dim) or "soybean" # 默认黄豆; 'wheat'=小麦
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# 空磨: prog 为 None(从未放料) 或 <0(_clearMill 取走成品后写成 -1)
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isEmpty = prog is None or prog < 0
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# 研磨已完成: prog 达到 STONEMILL_GRIND_COUNT(4)
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isComplete = prog is not None and prog >= STONEMILL_GRIND_COUNT
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# ---- 空石磨 + 黄豆(16) 或 小麦(6) -> 加入 ----
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if prog is None:
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# ---- 加入研磨材料: 仅空磨(从未放料, 或已取走成品后)。 ----
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# 完成态(prog=4)必须先取走成品(空手取面粉/玻璃罐取油罐)变回空磨,
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# 然后才能手持 黄豆(16)/小麦(6) 重新放入开工。
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if isEmpty:
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if itemName == WHEAT_ITEM:
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if (itemDict.get("count") or 0) < WHEAT_COUNT:
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comp.CreateMsg(playerId).NotifyOneMessage(
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@@ -590,10 +597,12 @@ class ChujuService(BlueFoxServerSystem):
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comp.CreateMsg(playerId).NotifyOneMessage(
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playerId, "§a加入黄豆,空手右键研磨")
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return True
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return False
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# 空磨 + 空手: 无操作(交还默认); 完成态 + 手持非材料(玻璃罐/空手取粉) 不在此拦住
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if isEmpty and (not itemName or itemName == "minecraft:air"):
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return False
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# ---- 研磨中: 空手右键旋转一次 ----
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if 0 <= prog < STONEMILL_GRIND_COUNT:
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if prog is not None and 0 <= prog < STONEMILL_GRIND_COUNT:
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if itemName and itemName != "minecraft:air":
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return False
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if not self.checkCooldown(key, 0.5):
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@@ -610,8 +619,8 @@ class ChujuService(BlueFoxServerSystem):
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playerId, "§a研磨中,(%d/%d)" % (newProg, STONEMILL_GRIND_COUNT))
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return True
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# ---- 完成 ----
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if prog >= STONEMILL_GRIND_COUNT:
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# ---- 完成: 取成品 ----
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if isComplete:
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if mat == "wheat":
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# 小麦已磨成面粉: 空手右键 -> 掉落 1 面粉 + 还原空
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if itemName and itemName != "minecraft:air":
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+8
-17
@@ -49,6 +49,9 @@ from ...BlueFoxTools.ModConfig import MOD_NAME
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# 它是"普通逻辑类"(自己不监听), 由本分发器实例化并把 ServerEntityDieEvent 转给它。
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from ..siwangshengwu.service.DeadmobGeneratorService import DeadmobGeneratorService
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# ---- 钓鱼掉落: 螃蟹/龙虾(普通逻辑类, 由本分发器转发 PlayerFishingServerEvent) ----
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from ..yuanbanfangzhi.service.YuanbanFishing import YuanbanFishingService
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# ---- 汤锅盛出自定义事件名(与客户端 ClientFeatureDispatcher TAKEOUT_EVENT 一致) ----
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TAKEOUT_EVENT = "TakeoutRequest"
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@@ -206,6 +209,7 @@ class FeatureDispatcher(BlueFoxServerSystem):
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print "===== FeatureDispatcher init ====="
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self._cancelItemUse = {} # 将要取消下一次物品使用的玩家ID集合(防止喝药水等)
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self._deadmobGen = DeadmobGeneratorService() # 死亡生物·生成引擎(杀猪牛羊等->尸体方块)
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self._fishing = YuanbanFishingService() # 钓鱼掉落(螃蟹/龙虾)
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self.ListenEvent()
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def Destroy(self):
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@@ -675,25 +679,12 @@ class FeatureDispatcher(BlueFoxServerSystem):
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def OnFishing(self, args):
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"""
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玩家收杆时、钓鱼掉落物生成前触发(PlayerFishingServerEvent)。
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让 螃蟹(rtdd:crab)/龙虾(rtdd:lobster) 直接作为"钓上来的物品":
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有几率把本次钓上来的东西【替换】成 螃蟹 或 龙虾 —— 不再像 After 事件那样
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额外多掉一只, 更贴近原版"钓上来什么就是什么"。
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args.关键字段: playerId / hookEntity / itemList(本次钓上的物品列表, 生成前可改)。
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概率(草稿, 可调): 螃蟹 10% / 龙虾 6%。
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玩家钓鱼收杆时触发(PlayerFishingServerEvent)。
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转给 原版放置·钓鱼掉落(YuanbanFishingService): 取消默认钓物并在鱼钩位置
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生成 螃蟹/龙虾。
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"""
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try:
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playerId = args.get("playerId")
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itemList = args.get("itemList")
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if not playerId or not isinstance(itemList, list) or not itemList:
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return
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# 【测试用】概率 100%: 每次收杆都替换成 螃蟹/龙虾(50/50), 方便验证两者都能钓到。
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# 测试完请调回(如 螃蟹0.10 / 龙虾0.06)。
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if random.random() < 0.5:
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sea = "rtdd:crab"
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else:
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sea = "rtdd:lobster"
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args["itemList"] = [{"itemName": sea, "count": 1, "auxValue": 0}]
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self._fishing.OnFishing(args)
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except Exception as e:
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print "[FD-OnFishing-ERR]", e
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+4
-2
@@ -129,11 +129,13 @@ except Exception:
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pass
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# 厨具(炉灶/丸子机/石磨: 木条+炉灶 等): ChujuData.STOVE_RULES / MEATBALLMAKER_RULES
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# / STEAMER_RULES / STONEMILL_BLOCKUSE
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try:
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from ..chuju.ChujuData import (STOVE_RULES as CHUJU_STOVE,
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MEATBALLMAKER_RULES as CHUJU_MEAT,
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STEAMER_RULES as CHUJU_STEAM)
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_BLOCK_USE_TABLES.extend([CHUJU_STOVE, CHUJU_MEAT, CHUJU_STEAM])
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STEAMER_RULES as CHUJU_STEAM,
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STONEMILL_BLOCKUSE as CHUJU_MILL)
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_BLOCK_USE_TABLES.extend([CHUJU_STOVE, CHUJU_MEAT, CHUJU_STEAM, CHUJU_MILL])
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except Exception:
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pass
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+74
@@ -0,0 +1,74 @@
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# -*- coding: utf-8 -*-
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"""
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================================================================================
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原版放置·钓鱼掉落(螃蟹/龙虾)
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================================================================================
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给"螃蟹(rtdd:crab)/龙虾(rtdd:lobster)"提供钓鱼获取渠道:
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玩家收杆时(PlayerFishingServerEvent, 掉落物生成前)触发本类:
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- 尝试把本次钓鱼的默认掉落取消(cancel=True), 避免原版鱼再出现;
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- 直接在鱼钩位置生成 1 只 螃蟹/龙虾, 让"钓上来的是什么就是什么"。
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【为什么是普通逻辑类、不监听事件】
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全模组只有 FeatureDispatcher 监听游戏事件。本类不监听, 由 FeatureDispatcher
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实例化并在 PlayerFishingServerEvent 时把事件转发给本类 OnFishing。
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(与 siwangshengwu/DeadmobGeneratorService 同架构。)
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【概率】
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现为测试用 100%(50/50 螃蟹/龙虾); 测试通过后请改回正式概率。
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================================================================================
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"""
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import random
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import mod.server.extraServerApi as serverApi
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comp = serverApi.GetEngineCompFactory()
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# ---- 只有方块/游戏相关才用 LevelId(这里 CreateItem 用玩家 id, 不依赖 LevelId) ----
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from ....BlueFoxTools.ToolsConfig import LevelId
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class YuanbanFishingService(object):
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"""
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钓鱼掉落·螃蟹/龙虾(逻辑类, 由 FeatureDispatcher 实例化并转发事件)
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"""
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def __init__(self):
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print "===== YuanbanFishingService 钓鱼掉落(螃蟹/龙虾)已挂载 ====="
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def OnFishing(self, args):
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"""
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PlayerFishingServerEvent(收杆时、掉落物生成前):
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取消默认钓物 + 在鱼钩位置生成螃蟹/龙虾。
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args 关键字段: playerId(玩家) / hookEntity(鱼钩实体id)。
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"""
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try:
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playerId = args.get("playerId")
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if not playerId:
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return
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# 正式概率: 螃蟹 10% / 龙虾 6%
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roll = random.random()
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if roll < 0.10:
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sea = "rtdd:crab"
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elif roll < 0.16:
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sea = "rtdd:lobster"
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else:
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return # 未命中: 不取消默认, 保持原版钓鱼出原版物品
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# 命中才取消默认鱼/杂物掉落, 避免"原版鱼+螃蟹"两只
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args["cancel"] = True
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pos = self._spawnPos(playerId, args.get("hookEntity"))
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dim = comp.CreateDimension(playerId).GetEntityDimensionId()
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comp.CreateItem(playerId).SpawnItemToLevel(
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{"itemName": sea, "count": 1, "auxValue": 0}, dim, pos)
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print "[YBFishing] 钓到 %s at %s" % (sea, pos)
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except Exception as e:
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print "[YBFishing-ERR]", e
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def _spawnPos(self, playerId, hookId):
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"""生成位置: 优先鱼钩位置, 取不到再用玩家脚下"""
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if hookId:
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try:
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p = comp.CreatePos(hookId).GetFootPos()
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return (p[0], p[1], p[2])
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except Exception:
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pass
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foot = comp.CreatePos(playerId).GetFootPos()
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return (foot[0], foot[1] + 0.5, foot[2])
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