市场贸易实现 bug修复
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# -*- coding: utf-8 -*-
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"""
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================================================================================
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原版放置·手持原版物品右键方块表面(服务端)
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================================================================================
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统一处理"手持原版物品右键方块表面 → 放置对应方块"的转换(ServerItemUseOnEvent):
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原版生鸡肉 → 生鸡肉(放置后);原版生鲑鱼/鳕鱼 → 死鲑鱼/死鳕鱼。
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这些规则原本散落在 烧烤(BarbecueService) 和 死亡生物(DeadmobService) 里,
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现在单独拆到本目录统一管理。
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【事件监听在哪?】
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本类【不】监听任何事件!
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所有事件由 FeatureDispatcher(xiangyemod/service/FeatureDispatcher.py)统一监听:
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- ServerItemUseOnEvent → OnItemUseOn → 按 itemUseOnOwner 路由到本类 handleItemUseOn
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被点方块属于某个"右键方块"服务的管辖(肉钩/条箱/锅具等)时, 分发器会跳过本路径,
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交给 ServerBlockUseEvent 处理(挂鱼/放入/做菜), 避免重复。
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【本类怎么做】
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handleItemUseOn ← 入口:分发器转发"手持物品右键方块表面"事件
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├─ 匹配规则 ← 按手持物品名 O(1) 查找
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├─ 算目标格 ← 被点方块表面相邻的空格
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├─ checkCooldown← 连点冷却
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├─ consumeItem ← 消耗1个原版物品
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└─ replaceBlock ← 放置对应方块 + 提示
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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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# ---- 网易API基础对象 ----
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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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# ---- 继承 BlueFox 框架的系统基类(提供 CreateEngineItemEntity 等方法) ----
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from ....BlueFoxTools.SpecialFunciton.BlueFoxSystem import BlueFoxServerSystem
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from ....BlueFoxTools.ToolsConfig import LevelId
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# ---- 只导入原版放置自己的数据库 ----
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from ..YuanbanData import ITEM_USE_ON_RULES
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# ---- 统一分发器 ----
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from ...service.FeatureDispatcher import FeatureDispatcher
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# ---- 方块表面方向 → 相邻坐标偏移(0下 1上 2北 3南 4西 5东) ----
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FACE_OFFSET = {
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0: (0, -1, 0),
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1: (0, 1, 0),
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2: (0, 0, -1),
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3: (0, 0, 1),
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4: (-1, 0, 0),
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5: (1, 0, 0),
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}
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class YuanbanService(BlueFoxServerSystem):
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"""
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原版放置·手持原版物品右键方块表面引擎
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【核心数据结构】
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itemUseOnRecipes = {物品名: 规则dict} # O(1) 查找
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cooldown = {key: 时间戳} # 连点冷却表
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"""
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def __init__(self, namespace, systemName):
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"""
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初始化:构建放置规则字典,并注册到统一分发器。
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"""
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super(YuanbanService, self).__init__(namespace, systemName)
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print "===== YuanbanService init ====="
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# ---- 构建放置规则字典(O(1) 查找) ----
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self.itemUseOnRecipes = {}
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for rule in ITEM_USE_ON_RULES:
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self.itemUseOnRecipes[rule["item"]] = rule
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# ---- 右键冷却表 ----
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self.cooldown = {}
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# ---- 注册到统一分发器(只注册 itemUseOn, 不注册任何右键方块) ----
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FeatureDispatcher.register(self)
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# ============================================================================
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# 一、给 FeatureDispatcher 的接口
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# ============================================================================
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def getFeatureBlocks(self):
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"""本功能不管辖任何右键方块, 返回空"""
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return set()
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def getItemUseOnRules(self):
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"""返回"手持物品右键方块表面"的规则: {物品名: 规则dict}"""
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return self.itemUseOnRecipes
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def handleItemUseOn(self, args):
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"""
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由 FeatureDispatcher 转发的"手持物品右键方块表面"事件。
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在方块表面放置对应方块(生鸡肉/死鲑鱼/死鳕鱼)。
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返回 True=已处理,False=当前组合无匹配规则。
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"""
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itemName = args.get("itemName")
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# ServerItemUseOnEvent 的玩家键是 entityId,不是 playerId
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playerId = args.get("playerId") or args.get("entityId")
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rule = self.itemUseOnRecipes.get(itemName)
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if not rule:
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return False
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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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dim = comp.CreateDimension(playerId).GetEntityDimensionId()
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# 计算被点方块表面相邻的目标格
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off = FACE_OFFSET.get(face, (0, 1, 0))
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targetPos = (x + off[0], y + off[1], z + off[2])
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# 目标格必须为空(可放置)
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try:
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cur = comp.CreateBlockInfo(LevelId).GetBlockNew(targetPos, dim)
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if cur and cur.get("name") != "minecraft:air":
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return False
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except Exception:
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return False
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# 连点冷却
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key = (dim, targetPos[0], targetPos[1], targetPos[2])
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if not self.checkCooldown(key, 0.5):
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return True
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# 消耗 1 个原版物品
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itemDict = self.getCarriedItem(playerId)
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if not itemDict:
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return False
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self.consumeItem(playerId, itemDict, rule.get("consume", 1))
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# 放置对应方块
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self.replaceBlock(targetPos, dim, rule["target"], playerId)
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# 放置成功提示
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if rule.get("tip"):
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comp.CreateMsg(playerId).NotifyOneMessage(playerId, rule["tip"])
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return True
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# ============================================================================
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# 二、工具方法:获取玩家主手物品
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# ============================================================================
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def getCarriedItem(self, playerId):
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itemComp = comp.CreateItem(playerId)
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return itemComp.GetPlayerItem(
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serverApi.GetMinecraftEnum().ItemPosType.CARRIED, 0)
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# ============================================================================
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# 三、工具方法:消耗物品
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# ============================================================================
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def consumeItem(self, playerId, itemDict, amount=1):
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if itemDict is None:
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return
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count = itemDict.get("count", 0)
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if count <= amount:
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comp.CreateItem(playerId).SetEntityItem(
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serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
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{"itemName": "minecraft:air", "count": 0, "auxValue": 0})
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else:
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itemDict["count"] = count - amount
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comp.CreateItem(playerId).SetEntityItem(
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serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
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{"itemName": itemDict["newItemName"],
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"count": itemDict["count"],
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"auxValue": itemDict.get("newAuxValue", 0)})
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# ============================================================================
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# 四、工具方法:替换方块
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# ============================================================================
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def replaceBlock(self, pos, dim, newBlockName, playerId=None):
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"""
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替换指定位置的方块。
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playerId 可为 None, 用 LevelId 创建组件。
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"""
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creator = playerId if playerId is not None else LevelId
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aux = 0
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try:
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oldBlock = comp.CreateBlockInfo(creator).GetBlockNew(pos, dim)
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aux = oldBlock.get("aux", 0)
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except Exception:
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aux = 0
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comp.CreateBlockInfo(creator).SetBlockNew(
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pos,
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blockDict={"name": newBlockName, "aux": aux},
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oldBlockHandling=0,
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dimensionId=dim)
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# ============================================================================
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# 五、工具方法:冷却检查
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# ============================================================================
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def checkCooldown(self, key, cd=0.5):
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"""
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右键冷却:同一目标格 cd 秒内只响应一次, 防止连点刷方块/刷提示。
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"""
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now = time.time()
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last = self.cooldown.get(key, 0)
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if now - last < cd:
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return False
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self.cooldown[key] = now
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return True
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