钓鱼获得龙虾/螃蟹 改小bug(可用版本)

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wenhe committed 2026-09-24 16:01:17 +08:00
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# -*- coding: utf-8 -*-
"""
================================================================================
原版放置·钓鱼掉落(螃蟹/龙虾)
================================================================================
给"螃蟹(rtdd:crab)/龙虾(rtdd:lobster)"提供钓鱼获取渠道:
玩家收杆时(PlayerFishingServerEvent, 掉落物生成前)触发本类:
- 尝试把本次钓鱼的默认掉落取消(cancel=True), 避免原版鱼再出现;
- 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"。
【为什么是普通逻辑类、不监听事件】
全模组只有 FeatureDispatcher 监听游戏事件。本类不监听, 由 FeatureDispatcher
实例化并在 PlayerFishingServerEvent 时把事件转发给本类 OnFishing。
(与 siwangshengwu/DeadmobGeneratorService 同架构。)
【概率】
现为测试用 100%(50/50 螃蟹/龙虾); 测试通过后请改回正式概率。
================================================================================
"""
import random
import mod.server.extraServerApi as serverApi
comp = serverApi.GetEngineCompFactory()
# ---- 只有方块/游戏相关才用 LevelId(这里 CreateItem 用玩家 id, 不依赖 LevelId) ----
from ....BlueFoxTools.ToolsConfig import LevelId
class YuanbanFishingService(object):
"""
钓鱼掉落·螃蟹/龙虾(逻辑类, 由 FeatureDispatcher 实例化并转发事件)
"""
def __init__(self):
print "===== YuanbanFishingService 钓鱼掉落(螃蟹/龙虾)已挂载 ====="
def OnFishing(self, args):
"""
PlayerFishingServerEvent(收杆时、掉落物生成前):
取消默认钓物 + 在鱼钩位置生成螃蟹/龙虾。
args 关键字段: playerId(玩家) / hookEntity(鱼钩实体id)。
"""
try:
playerId = args.get("playerId")
if not playerId:
return
# 正式概率: 螃蟹 10% / 龙虾 6%
roll = random.random()
if roll < 0.10:
sea = "rtdd:crab"
elif roll < 0.16:
sea = "rtdd:lobster"
else:
return # 未命中: 不取消默认, 保持原版钓鱼出原版物品
# 命中才取消默认鱼/杂物掉落, 避免"原版鱼+螃蟹"两只
args["cancel"] = True
pos = self._spawnPos(playerId, args.get("hookEntity"))
dim = comp.CreateDimension(playerId).GetEntityDimensionId()
comp.CreateItem(playerId).SpawnItemToLevel(
{"itemName": sea, "count": 1, "auxValue": 0}, dim, pos)
print "[YBFishing] 钓到 %s at %s" % (sea, pos)
except Exception as e:
print "[YBFishing-ERR]", e
def _spawnPos(self, playerId, hookId):
"""生成位置: 优先鱼钩位置, 取不到再用玩家脚下"""
if hookId:
try:
p = comp.CreatePos(hookId).GetFootPos()
return (p[0], p[1], p[2])
except Exception:
pass
foot = comp.CreatePos(playerId).GetFootPos()
return (foot[0], foot[1] + 0.5, foot[2])