市场贸易实现 bug修复

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wenhe committed 2026-09-03 14:09:44 +08:00
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# -*- coding: utf-8 -*-
"""
================================================================================
市场贸易·右键转换引擎(服务端)
================================================================================
只处理"市场贸易"(xy_market) 分类下的【右键切换型】转换:
条箱/货桶/售卖盒 放入与取出、悬赏纸循环切换。
全部为即时右键转换, 无计时, 因此只有一个服务类, 不需要拆分 TimerService。
【事件监听在哪?】
本类【不】监听任何事件!
所有事件由 FeatureDispatcher(xiangyemod/service/FeatureDispatcher.py)统一监听:
- ServerBlockUseEvent → OnBlockUse → 按 blockOwner 路由到本类 handleBlockUse
本类只实现被分发器调用的接口方法, 不关心事件来源。
【本类怎么做(自上而下的方法系列)】
handleBlockUse ← 入口:分发器转发右键方块事件
├─ findRecipe ← 匹配 (方块名, 物品名);空手规则需确认真正空手
├─ checkCooldown← 连点冷却
└─ handleSwitch ← 放入(消耗+替换) / 取出(掉落+替换) / 悬赏纸循环(替换)
├─ checkCount ← 放入前检查物品数量足够(不足给红字提示)
├─ consumeItem ← 消耗物品
├─ replaceBlock ← 替换方块
└─ dropItems ← 取出时以掉落物形式生成物品
================================================================================
"""
import time
import mod.server.extraServerApi as serverApi
# ---- 网易API基础对象 ----
ServerSystem = serverApi.GetServerSystemCls() # 服务端系统基类
comp = serverApi.GetEngineCompFactory() # 组件工厂
# ---- 继承 BlueFox 框架的系统基类(提供 CreateEngineItemEntity 等方法) ----
from ....BlueFoxTools.SpecialFunciton.BlueFoxSystem import BlueFoxServerSystem
from ....BlueFoxTools.ToolsConfig import LevelId
# ---- 只导入市场贸易自己的数据库 ----
from ..MarketData import MARKET_SWITCHES
# ---- 统一分发器 ----
from ...service.FeatureDispatcher import FeatureDispatcher
class MarketService(BlueFoxServerSystem):
"""
市场贸易·右键转换引擎
【核心数据结构】
marketRecipes = {(方块名, 物品名): 规则dict} # O(1) 查找
marketBlockSet = {方块名, ...} # O(1) 注册用
cooldown = {key: 时间戳} # 连点冷却表
"""
def __init__(self, namespace, systemName):
"""
初始化:构建规则字典,并注册到统一分发器。
"""
super(MarketService, self).__init__(namespace, systemName)
print "===== MarketService init ====="
# ---- 构建规则字典(O(1) 查找) ----
self.marketRecipes = {}
self.marketBlockSet = set()
for sw in MARKET_SWITCHES:
key = (sw["source"], sw.get("item"))
self.marketRecipes[key] = sw
self.marketBlockSet.add(sw["source"])
# ---- 右键冷却表 ----
self.cooldown = {}
# ---- 注册到统一分发器 ----
FeatureDispatcher.register(self)
# ============================================================================
# 一、给 FeatureDispatcher 的接口
# ============================================================================
def getFeatureBlocks(self):
"""返回本功能管辖的所有方块名集合(右键路由用)"""
return self.marketBlockSet
def getItemUseOnRules(self):
"""返回"手持物品右键方块表面"的规则(市场贸易没有, 返回空)"""
return {}
def handleBlockUse(self, args):
"""
由 FeatureDispatcher 转发的右键方块入口。
只有 blockName 在本功能的方块集合里才会被调用。
返回 True = 本功能处理了这个右键(分发器取消默认行为)
返回 False = 当前组合没有匹配规则(分发器不拦截)
"""
blockName = args.get("blockName")
playerId = args.get("playerId")
x, y, z = args.get("x"), args.get("y"), args.get("z")
pos = (x, y, z)
dim = comp.CreateDimension(playerId).GetEntityDimensionId()
key = (dim, x, y, z)
itemDict = self.getCarriedItem(playerId)
recipe = self.findRecipe(blockName, itemDict)
if not recipe:
return False
# 连点冷却
if not self.checkCooldown(key, recipe.get("switchCd", 0.5)):
return True
# 放入前检查物品数量是否足够
if recipe.get("item") is not None:
need = recipe.get("consume", 1)
if not self.checkCount(playerId, itemDict, need):
return True
# 切换型规则:就地执行
self.handleSwitch(recipe, playerId, pos, dim, itemDict)
return True
# ============================================================================
# 二、规则匹配(O(1) 字典查找)
# ============================================================================
def findRecipe(self, blockName, itemDict):
"""
在市场中查找匹配规则:
1. 先精确匹配 (方块名, 物品名) —— 放入(手持物品) / 悬赏纸循环
2. 没找到再匹配 (方块名, None) —— 空手触发的规则(取出)
注意:只有确认玩家真正空手时才 fallback 到空手规则, 避免手持物品误触发取出。
"""
itemName = itemDict.get("newItemName") if itemDict else None
recipe = self.marketRecipes.get((blockName, itemName))
if recipe:
return recipe
# 空手规则:只有确认空手(无物品或手持空气)才 fallback
if not itemName or itemName == "minecraft:air":
return self.marketRecipes.get((blockName, None))
return None
# ============================================================================
# 三、切换型规则处理
# ============================================================================
def handleSwitch(self, recipe, playerId, pos, dim, itemDict):
"""
处理"右键直接转换"类规则。
- 放入(item 不为 None): 消耗物品 + 替换方块 + 提示
- 取出(item 为 None): 掉落物 + 替换方块 + 提示(悬赏纸循环只替换+提示)
"""
# ---- 放入:消耗物品 ----
if recipe.get("item") is not None and recipe.get("consume", 1) > 0:
self.consumeItem(playerId, itemDict, recipe.get("consume", 1))
# ---- 取出:掉落物 ----
if recipe.get("dropItem"):
self.dropItems(dim, pos, recipe["dropItem"])
# ---- 替换方块 ----
if recipe.get("target"):
self.replaceBlock(pos, dim, recipe["target"], playerId)
# ---- 转换成功提示 ----
if recipe.get("tip"):
comp.CreateMsg(playerId).NotifyOneMessage(playerId, recipe["tip"])
# ============================================================================
# 四、工具方法:放入数量检查
# ============================================================================
def checkCount(self, playerId, itemDict, need):
"""放入前检查手中物品数量是否足够 need 个, 不足给红字提示并返回 False"""
if itemDict is None:
comp.CreateMsg(playerId).NotifyOneMessage(playerId, "§c需要至少%d个对应物品!" % need)
return False
count = itemDict.get("count", 0)
if count < need:
comp.CreateMsg(playerId).NotifyOneMessage(playerId, "§c数量不足,需要至少%d个对应物品!" % need)
return False
return True
# ============================================================================
# 五、工具方法:获取玩家主手物品
# ============================================================================
def getCarriedItem(self, playerId):
itemComp = comp.CreateItem(playerId)
return itemComp.GetPlayerItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED, 0)
# ============================================================================
# 六、工具方法:消耗物品
# ============================================================================
def consumeItem(self, playerId, itemDict, amount=1):
if itemDict is None:
return
count = itemDict.get("count", 0)
if count <= amount:
comp.CreateItem(playerId).SetEntityItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
{"itemName": "minecraft:air", "count": 0, "auxValue": 0})
else:
itemDict["count"] = count - amount
comp.CreateItem(playerId).SetEntityItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
{"itemName": itemDict["newItemName"],
"count": itemDict["count"],
"auxValue": itemDict.get("newAuxValue", 0)})
# ============================================================================
# 七、工具方法:替换方块
# ============================================================================
def replaceBlock(self, pos, dim, newBlockName, playerId=None):
"""
替换指定位置的方块。
playerId 可为 None, 用 LevelId 创建组件。
"""
creator = playerId if playerId is not None else LevelId
aux = 0
try:
oldBlock = comp.CreateBlockInfo(creator).GetBlockNew(pos, dim)
aux = oldBlock.get("aux", 0)
except Exception:
aux = 0
comp.CreateBlockInfo(creator).SetBlockNew(
pos,
blockDict={"name": newBlockName, "aux": aux},
oldBlockHandling=0,
dimensionId=dim)
# ============================================================================
# 八、工具方法:以掉落物形式生成物品(取出)
# ============================================================================
def dropItems(self, dim, pos, dropList):
"""
dropList 格式:[{"name": "xxx", "count": N}, ...]
在方块上方生成掉落物实体, 让它自然掉到地上。
"""
for d in dropList:
itemDict = {
"itemName": d["name"],
"count": d.get("count", 1),
"auxValue": d.get("aux", 0),
}
self.CreateEngineItemEntity(itemDict, dim, (pos[0], pos[1] + 0.5, pos[2]))
# ============================================================================
# 九、工具方法:冷却检查
# ============================================================================
def checkCooldown(self, key, cd=0.5):
"""
右键冷却:同一方块 cd 秒内只响应一次, 防止连点刷物品/刷提示。
"""
now = time.time()
last = self.cooldown.get(key, 0)
if now - last < cd:
return False
self.cooldown[key] = now
return True