烧烤 动物养殖 分类 功能实现1

This commit is contained in:
wenhe committed 2026-09-01 22:18:06 +08:00
1 parent 98335837dd
commit eac9409571
16 files changed
+1493 -5

No files matched your search

@@ -1,6 +1,9 @@
from BlueFoxTools.ModLoader import *
from xiangyemod.service.CookingService import CookingService
from xiangyemod.service.BlockSwitchService import BlockSwitchService
from xiangyemod.service.FeatureDispatcher import FeatureDispatcher
from xiangyemod.dongwuyangzhi.service.AnimalService import AnimalService
from xiangyemod.shaokao.service.BarbecueService import BarbecueService
if not serverApi.IsInServer():
pass
@@ -0,0 +1,292 @@
# -*- coding: utf-8 -*-
"""
================================================================================
动物养殖方块转换规则数据
================================================================================
所有"动物养殖"分类下"右键方块→消耗物品→替换方块"的转换规则都在这里。
只被 AnimalService 读取,FeatureDispatcher 通过方块名集合路由到 AnimalService,
不会去查其他功能(烧烤/做菜/工具切换)的数据库。
与 BlockSwitchData.py 的关系:
BlockSwitchData.py = 通用工具方块切换(箭桶、挂肉钩、水槽、书柜等)
AnimalData.py = 动物养殖专属(鸡窝、饲料盆、饲料槽、粪便等)
字段说明(与 BlockSwitchData 基本一致,新增 giveCount/dropItem):
source: 被右键的方块ID(必填)
item: 玩家手里必须拿的物品,None=空手也行
target: 替换成什么方块,"minecraft:air"=消失
consume: 消耗物品数量,0=不消耗(默认1)
giveItem: 额外给玩家什么物品,None=不给
giveCount: giveItem 的数量,默认1
dropItem: 转换时以掉落物形式生成的物品列表,优先于 giveItem
格式: [{"name": "xxx", "count": N}, ...]
做成掉落物而不是直接塞背包,符合"取下/获得"的体验
type: "switch"=右键切换, "timer"=计时自动转换
time: 计时型转换需要多少秒(到时间自动替换方块)
================================================================================
"""
ANIMAL_SWITCHES = [
# ============================================================
# 一、鸡窝(产蛋) —— 低级机制:手持鸡蛋右键放置递增
# 对应方块:chickencoop_0(0蛋) ~ chickencoop_5(5蛋)
# ============================================================
# 【放蛋1】鸡窝_1(0蛋) → 鸡窝_2(1蛋)
{
"source": "rtdd:chickencoop_0",
"item": "minecraft:egg",
"target": "rtdd:chickencoop_1",
"consume": 1,
"type": "switch",
"switchCd": 0.15,
"giveItem": None,
},
# 【放蛋2】鸡窝_2(1蛋) → 鸡窝_3(2蛋)
{
"source": "rtdd:chickencoop_1",
"item": "minecraft:egg",
"target": "rtdd:chickencoop_2",
"consume": 1,
"type": "switch",
"switchCd": 0.15,
"giveItem": None,
},
# 【放蛋3】鸡窝_3(2蛋) → 鸡窝_4(3蛋)
{
"source": "rtdd:chickencoop_2",
"item": "minecraft:egg",
"target": "rtdd:chickencoop_3",
"consume": 1,
"type": "switch",
"switchCd": 0.15,
"giveItem": None,
},
# 【放蛋4】鸡窝_4(3蛋) → 鸡窝_5(4蛋)
{
"source": "rtdd:chickencoop_3",
"item": "minecraft:egg",
"target": "rtdd:chickencoop_4",
"consume": 1,
"type": "switch",
"switchCd": 0.15,
"giveItem": None,
},
# 【放蛋5】鸡窝_5(4蛋) → 鸡窝_6(5蛋)
{
"source": "rtdd:chickencoop_4",
"item": "minecraft:egg",
"target": "rtdd:chickencoop_5",
"consume": 1,
"type": "switch",
"switchCd": 0.15,
"giveItem": None,
},
# ============================================================
# 二、鸡窝(取蛋) —— 空手右键取走鸡蛋,以掉落物形式生成
# 数量转换遵循"递增→递减"双向规则:放蛋1→2→3→4→5,取蛋5→4→3→2→1
# 取蛋后一律回到0蛋形态(chickencoop_0)
# ============================================================
# 【取5蛋】鸡窝_6(5蛋) → 鸡窝_1(0蛋),掉落5个鸡蛋
{
"source": "rtdd:chickencoop_5",
"item": None,
"target": "rtdd:chickencoop_0",
"consume": 0,
"type": "switch",
"dropItem": [{"name": "minecraft:egg", "count": 5}],
"giveItem": None,
},
# 【取4蛋】鸡窝_5(4蛋) → 鸡窝_1(0蛋),掉落4个鸡蛋
{
"source": "rtdd:chickencoop_4",
"item": None,
"target": "rtdd:chickencoop_0",
"consume": 0,
"type": "switch",
"dropItem": [{"name": "minecraft:egg", "count": 4}],
"giveItem": None,
},
# 【取3蛋】鸡窝_4(3蛋) → 鸡窝_1(0蛋),掉落3个鸡蛋
{
"source": "rtdd:chickencoop_3",
"item": None,
"target": "rtdd:chickencoop_0",
"consume": 0,
"type": "switch",
"dropItem": [{"name": "minecraft:egg", "count": 3}],
"giveItem": None,
},
# 【取2蛋】鸡窝_3(2蛋) → 鸡窝_1(0蛋),掉落2个鸡蛋
{
"source": "rtdd:chickencoop_2",
"item": None,
"target": "rtdd:chickencoop_0",
"consume": 0,
"type": "switch",
"dropItem": [{"name": "minecraft:egg", "count": 2}],
"giveItem": None,
},
# 【取1蛋】鸡窝_2(1蛋) → 鸡窝_1(0蛋),掉落1个鸡蛋
{
"source": "rtdd:chickencoop_1",
"item": None,
"target": "rtdd:chickencoop_0",
"consume": 0,
"type": "switch",
"dropItem": [{"name": "minecraft:egg", "count": 1}],
"giveItem": None,
},
# ============================================================
# 三、鸡饲料盆 —— 手持种子右键填充,计时变空
# 对应方块:chickenmanger_0(空)、chickenmanger_1(满)
# ============================================================
# 【加饲料】鸡饲料盆_1(空) → 鸡饲料盆_2(满),消耗16个种子
{
"source": "rtdd:chickenmanger_0",
"item": "minecraft:wheat_seeds",
"target": "rtdd:chickenmanger_1",
"consume": 16,
"type": "switch",
"giveItem": None,
},
# 【计时变空】鸡饲料盆_2(满) → 鸡饲料盆_1(空),计时60秒
# 这是一个自动转换:玩家填充后启动计时,到时间自动变空
{
"source": "rtdd:chickenmanger_1",
"item": None,
"target": "rtdd:chickenmanger_0",
"consume": 0,
"type": "timer",
"time": 60,
"giveItem": None,
},
# ============================================================
# 四、饲料槽-小麦 —— 手持小麦右键填充(消耗32个),计时逐级减少
# 对应方块:manger_0(空)、manger_3(满小麦)、manger_2(半量小麦)、manger_1(少量小麦)
# ============================================================
# 【加小麦】饲料槽_1(空) → 饲料槽_2(满小麦),消耗32个小麦
{
"source": "rtdd:manger_0",
"item": "minecraft:wheat",
"target": "rtdd:manger_3",
"consume": 32,
"type": "switch",
"giveItem": None,
},
# 【计时减少1】饲料槽_2(满小麦) → 饲料槽_3(半量小麦),计时60秒
{
"source": "rtdd:manger_3",
"item": None,
"target": "rtdd:manger_2",
"consume": 0,
"type": "timer",
"time": 60,
"giveItem": None,
},
# 【计时减少2】饲料槽_3(半量小麦) → 饲料槽_4(少量小麦),计时60秒
{
"source": "rtdd:manger_2",
"item": None,
"target": "rtdd:manger_1",
"consume": 0,
"type": "timer",
"time": 60,
"giveItem": None,
},
# 【计时减少3】饲料槽_4(少量小麦) → 饲料槽_1(空),计时60秒
{
"source": "rtdd:manger_1",
"item": None,
"target": "rtdd:manger_0",
"consume": 0,
"type": "timer",
"time": 60,
"giveItem": None,
},
# ============================================================
# 五、饲料槽-水 —— 手持水桶右键填充,水桶变空桶
# 对应方块:manger_0(空)、mangerwater(水槽)
# ============================================================
# 【加水】饲料槽_1(空) → 饲料槽_6(水槽),消耗水桶,获得空桶
{
"source": "rtdd:manger_0",
"item": "minecraft:water_bucket",
"target": "rtdd:mangerwater",
"consume": 1,
"type": "switch",
"giveItem": "minecraft:bucket",
"giveCount": 1,
},
# ============================================================
# 六、饲料槽-胡萝卜 —— 手持胡萝卜右键填充(消耗32个),计时逐级减少
# 对应方块:manger_0(空)、pigmanger_1(满胡萝卜)、pigmanger_2(半量胡萝卜)
# ============================================================
# 【加胡萝卜】饲料槽_1(空) → 饲料槽_7(满胡萝卜),消耗32个胡萝卜
{
"source": "rtdd:manger_0",
"item": "minecraft:carrot",
"target": "rtdd:pigmanger_1",
"consume": 32,
"type": "switch",
"giveItem": None,
},
# 【计时减少1】饲料槽_7(满胡萝卜) → 饲料槽_8(半量胡萝卜),计时60秒
{
"source": "rtdd:pigmanger_1",
"item": None,
"target": "rtdd:pigmanger_2",
"consume": 0,
"type": "timer",
"time": 60,
"giveItem": None,
},
# 【计时减少2】饲料槽_8(半量胡萝卜) → 饲料槽_1(空),计时60秒
{
"source": "rtdd:pigmanger_2",
"item": None,
"target": "rtdd:manger_0",
"consume": 0,
"type": "timer",
"time": 60,
"giveItem": None,
},
# ============================================================
# 七、粪便清理 —— 空手右键逐级清理,最后消失
# 对应方块:feces_3(一坨)、feces_2(半坨)、feces_1(仅痕迹)
# 【食用部分后续在总食用功能中实现,本次不实现】
# ============================================================
# 【清理1】粪便(一坨) → 粪便(半坨)
{
"source": "rtdd:feces_3",
"item": None,
"target": "rtdd:feces_2",
"consume": 0,
"type": "switch",
"giveItem": None,
},
# 【清理2】粪便(半坨) → 粪便(仅痕迹)
{
"source": "rtdd:feces_2",
"item": None,
"target": "rtdd:feces_1",
"consume": 0,
"type": "switch",
"giveItem": None,
},
# 【清理3】粪便(仅痕迹) → 消失(空气)
{
"source": "rtdd:feces_1",
"item": None,
"target": "minecraft:air",
"consume": 0,
"type": "switch",
"giveItem": None,
},
]
@@ -0,0 +1,20 @@
# -*- coding: utf-8 -*-
"""
动物养殖客户端(预留)
=====================
目前动物养殖功能的服务端逻辑已由 AnimalService + FeatureDispatcher 处理,
客户端暂不需要额外的 UI 工作。
如果以后需要饲料余量提示、产蛋进度条等 UI,可以在这里扩展。
"""
import mod.client.extraClientApi as clientApi
ClientSystem = clientApi.GetClientSystemCls()
class AnimalClient(ClientSystem):
def __init__(self, namespace, systemName):
ClientSystem.__init__(self, namespace, systemName)
print "===== AnimalClient init ====="
def Destroy(self):
print "===== AnimalClient Destroy ====="
@@ -0,0 +1,332 @@
# -*- coding: utf-8 -*-
"""
================================================================================
动物养殖引擎(服务端)
================================================================================
只处理"动物养殖"(xy_animal) 分类下的方块转换:鸡窝、饲料盆、饲料槽、粪便。
【与 BlockSwitchService / CookingService 的区别】
那些系统各自监听 ServerBlockUseEvent,右键时会互相跑一遍拦截。
本系统(方案A)改为"统一分发器"架构:
- FeatureDispatcher 是唯一监听 ServerBlockUseEvent 的系统
- 本类通过 FeatureDispatcher.register(self) 把管辖的方块名注册进去
- 玩家右键方块时,FeatureDispatcher 用 O(1) 的 dict 直接找到本实例
- 本类只查自己的 AnimalData(ANIMAL_SWITCHES),不碰其他功能的数据库
→ 每个右键事件只查一次数据库,功能损耗最小
【本类不做的事】
- 不自己监听 ServerBlockUseEvent(由 FeatureDispatcher 统一转发 handleBlockUse)
- 不处理其他分类的方块(数据只来自 AnimalData)
【转换类型】
- type="switch" : 右键直接转换(放蛋/取蛋/填充饲料/清理粪便/加水)
- type="timer" : 计时自动转换(饲料盆/饲料槽随时间变空),
由本类用 AddTimer 实现,不依赖方块实体 tick
================================================================================
"""
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 AddTimer / CreateEngineItemEntity 等方法) ----
from ....BlueFoxTools.SpecialFunciton.BlueFoxSystem import BlueFoxServerSystem
from ....BlueFoxTools.ToolsConfig import LevelId
# ---- 只导入动物养殖自己的数据库 ----
from ..AnimalData import ANIMAL_SWITCHES
# ---- 统一分发器(本类把自己注册进去,让分发器把右键事件转发过来) ----
from ...service.FeatureDispatcher import FeatureDispatcher
class AnimalService(BlueFoxServerSystem):
"""
动物养殖引擎
【核心数据结构】
animalRecipes = {
(方块名, 物品名): 规则dict, # O(1) 查找
}
animalBlockSet = {方块名, ...} # O(1) 拦截/注册用
animalTimers = {方块名: 规则dict} # 计时型规则的起始方块 → 规则
"""
def __init__(self, namespace, systemName):
"""
初始化:构建自己的转换规则字典,并注册到统一分发器
"""
super(AnimalService, self).__init__(namespace, systemName)
print "===== AnimalService init ====="
# ---- 构建动物养殖规则字典(O(1) 查找) ----
self.animalRecipes = {}
self.animalBlockSet = set()
self.animalTimers = {}
for sw in ANIMAL_SWITCHES:
key = (sw["source"], sw.get("item"))
self.animalRecipes[key] = sw
self.animalBlockSet.add(sw["source"])
# 收集计时型规则的"起始方块",方便转换后自动启动计时
if sw.get("type") == "timer":
self.animalTimers[sw["source"]] = sw
# ---- 计时去重表:key=(dim,x,y,z) -> 上次启动计时的时间戳 ----
self._timerSchedule = {}
# ---- 右键冷却表:防止连点瞬间触发多次 ----
self.cooldown = {}
# ---- 注册到统一分发器(把管辖方块交给 FeatureDispatcher 路由) ----
FeatureDispatcher.register(self)
# ============================================================================
# 给 FeatureDispatcher 的接口
# ============================================================================
def getFeatureBlocks(self):
"""
返回本功能管辖的所有方块名集合。
FeatureDispatcher 靠它构建 方块名→本实例 的 O(1) 路由表。
"""
return self.animalBlockSet
def getItemUseOnRules(self):
"""
返回本功能的"手持物品右键方块表面"规则(当前动物养殖没有,返回空)。
接口统一预留,方便以后扩展(如手持鸡蛋右键地面直接生蛋等)。
"""
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(分发器会取消默认行为)
返回 False = 当前组合没有匹配规则(分发器不拦截,交还默认行为)
"""
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)
# ---- 拿玩家主手物品 ----
itemDict = self.getCarriedItem(playerId)
# ---- 查动物养殖规则(O(1)) ----
recipe = self.findRecipe(blockName, itemDict)
if not recipe:
return False
# ---- 冷却检查(防止连点,规则可自定义冷却时间 switchCd) ----
if not self.checkCooldown(key, recipe.get("switchCd", 0.5)):
return True # 冷却中,虽然不执行但也算"处理了",避免默认行为
# ---- 计时型规则:启动/续计时,不立即转换 ----
if recipe.get("type") == "timer":
self.startTimer(key, recipe, dim, playerId)
return True
# ---- 切换型规则:执行具体转换 ----
self.handleSwitch(recipe, playerId, pos, dim, itemDict, key, blockName)
return True
# ============================================================================
# 规则匹配(O(1) 字典查找)
# ============================================================================
def findRecipe(self, blockName, itemDict):
"""
在动物养殖字典中查找匹配规则:
1. 先精确匹配 (方块名, 物品名)
2. 没找到再匹配 (方块名, None) —— 空手也能触发的规则
"""
itemName = itemDict.get("newItemName") if itemDict else None
recipe = self.animalRecipes.get((blockName, itemName))
if recipe:
return recipe
recipe = self.animalRecipes.get((blockName, None))
if recipe:
return recipe
return None
# ============================================================================
# 切换型规则处理
# ============================================================================
def handleSwitch(self, recipe, playerId, pos, dim, itemDict, key, blockName):
"""
处理"右键直接转换"类规则。
正向(item 不为 None):放蛋/加饲料/加水 → 消耗物品 → 替换方块 → 给奖励 → 续计时
逆向(item 为 None) :取蛋/清理粪便/取回 → 掉落物品 → 替换方块
"""
# ---- 正向操作:往方块里放东西 ----
if recipe.get("item") is not None:
# 消耗物品
if recipe.get("consume", 1) > 0:
self.consumeItem(playerId, itemDict, recipe.get("consume", 1))
# 替换方块
if recipe.get("target"):
self.replaceBlock(pos, dim, recipe["target"], playerId)
# 给玩家物品(如加水给空桶)——直接塞背包
if recipe.get("giveItem"):
self.giveItem(playerId, recipe["giveItem"], recipe.get("giveCount", 1))
# ★ 如果新方块是某个计时链的起始方块 → 自动启动计时(如刚装满的饲料盆)
if recipe.get("target") in self.animalTimers:
nextTimer = self.animalTimers[recipe["target"]]
self.startTimer(key, nextTimer, dim, playerId)
return
# ---- 逆向操作:取东西/清理 ----
# 掉落物形式生成(取蛋、取下物品等),优先于 giveItem
if recipe.get("dropItem"):
self.dropItems(dim, pos, recipe["dropItem"])
elif recipe.get("giveItem"):
self.giveItem(playerId, recipe["giveItem"], recipe.get("giveCount", 1))
# 替换方块(可能是空气=消失)
if recipe.get("target"):
self.replaceBlock(pos, dim, recipe["target"], playerId)
# ============================================================================
# 计时型规则处理(AddTimer 一次性定时,不依赖方块实体tick)
# ============================================================================
def startTimer(self, key, recipe, dim, playerId=None):
"""
为计时型规则启动一次性定时器。
1 秒内的重复调用会被去重(防止多次右键重复计时)。
到时间后由 _timerDone 检查方块状态并执行转换。
"""
now = time.time()
last = self._timerSchedule.get(key, 0)
if now - last < 1.0:
return
self._timerSchedule[key] = now
t = recipe.get("time", 60)
# 用系统自带 AddTimer 一次性定时
self.AddTimer(t, self._timerDone, key, recipe, dim)
def _timerDone(self, key, recipe, dim):
"""
定时器到点回调:
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),
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。
"""
pos = (key[1], key[2], key[3])
try:
cur = comp.CreateBlockInfo(LevelId).GetBlockNew(pos, dim)
if not cur or cur.get("name") != recipe["source"]:
return # 方块已变,放弃本次转换
# 替换方块
self.replaceBlock(pos, dim, recipe["target"], None)
# 若新方块仍是计时源 → 继续下一级计时(如 满→半→少→空)
nextRecipe = self.animalTimers.get(recipe["target"])
if nextRecipe:
self.startTimer(key, nextRecipe, dim)
except Exception:
pass
# ============================================================================
# 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)
# ============================================================================
# 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)})
# ============================================================================
# 工具方法:替换方块
# ============================================================================
def replaceBlock(self, pos, dim, newBlockName, playerId, aux=None):
"""
替换指定位置的方块。
newBlockName="minecraft:air" 表示清除该方块。
playerId 可为 None(计时回调时没有玩家),用 LevelId 创建组件。
"""
creator = playerId if playerId is not None else LevelId
if aux is None:
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)
# ============================================================================
# 工具方法:给玩家物品(塞背包)
# ============================================================================
def giveItem(self, playerId, itemName, count=1, auxValue=0):
comp.CreateItem(playerId).SpawnItemToPlayerInv(
{"itemName": itemName, "count": count, "auxValue": auxValue}, playerId)
# ============================================================================
# 工具方法:以掉落物形式生成物品(取蛋/取下物品等,符合"获得"体验)
# ============================================================================
def dropItems(self, dim, pos, dropList):
"""
dropList 格式:[{"name": "minecraft:egg", "count": 5}, ...]
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]))
# ============================================================================
# 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。
放蛋等需要快速连点的规则可在数据里用 switchCd 调小冷却。
"""
now = time.time()
last = self.cooldown.get(key, 0)
if now - last < cd:
return False
self.cooldown[key] = now
return True
@@ -0,0 +1,185 @@
# -*- coding: utf-8 -*-
"""
================================================================================
统一事件分发器(服务端)—— 方案A核心
================================================================================
【为什么需要它】
以前每个功能(做菜/工具切换)都各自监听 ServerBlockUseEvent,
玩家每次右键,所有系统都会被触发一遍、各自跑一次数据库拦截判断,
功能越多损耗越大。
【它做什么】
FeatureDispatcher 是"唯一"监听右键相关事件的服务端系统:
- ServerBlockUseEvent 玩家右键方块
- ServerItemUseOnEvent 手持物品右键方块表面(如放置生鸡肉)
- ServerItemTryUseEvent 拦截喝药水/吃食物等默认行为
各功能服务在初始化时通过 FeatureDispatcher.register(self) 上报:
- 自己管辖的方块名集合 → 构建 方块名→服务 的 O(1) 路由表
- 自己处理的手持物品 → 构建 物品名→服务 的 O(1) 路由表
事件进来后,分发器先用 blockName / itemName 在路由表里 O(1) 定位到
唯一的那个功能服务,再调用它的 handleBlockUse / handleItemUseOn。
→ 每个右键事件只命中一个数据库,其余功能的数据库根本不会被查询。
【如何新增一个功能】
1. 新建 xxx/xxxData.py 写转换规则
2. 新建 xxx/service/XxxService.py(继承 BlueFoxServerSystem):
- __init__ 里构建自己的规则字典
- 实现 getFeatureBlocks() / getItemUseOnRules()
- 实现 handleBlockUse(args) / handleItemUseOn(args)
- 调用 FeatureDispatcher.register(self)
3. 在 modMain.py import 这个服务类即可
================================================================================
"""
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 ----
from ...BlueFoxTools.SpecialFunciton.BlueFoxSystem import BlueFoxServerSystem
class FeatureDispatcher(BlueFoxServerSystem):
"""
统一事件分发器
【类级注册表(所有功能服务共享同一份路由表)】
blockOwner = {方块名: 功能服务实例}
blockSet = {方块名} # 全部功能方块集合
itemUseOnOwner = {物品名: 功能服务实例}
itemUseOnSet = {物品名} # 全部"手持物品右键方块表面"集合
"""
# ---- 类级共享路由表(用类变量,任何实例都能读写) ----
blockOwner = {}
blockSet = set()
itemUseOnOwner = {}
itemUseOnSet = set()
@classmethod
def register(cls, service):
"""
功能服务初始化时调用,把管辖的方块和物品注册进路由表。
同一方块/物品只会归属最后一个注册的服务(一般不会冲突)。
"""
# 右键方块路由:方块名 → 服务
for block in service.getFeatureBlocks():
cls.blockOwner[block] = service
cls.blockSet.add(block)
# 手持物品右键方块表面路由:物品名 → 服务
for itemName in service.getItemUseOnRules():
cls.itemUseOnOwner[itemName] = service
cls.itemUseOnSet.add(itemName)
def __init__(self, namespace, systemName):
"""
初始化:注册三个事件监听。
注意:本类自身不注册任何功能方块,只负责把事件分发给已注册的服务。
"""
super(FeatureDispatcher, self).__init__(namespace, systemName)
print "===== FeatureDispatcher init ====="
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)
self.ListenEvent()
def Destroy(self):
print "===== FeatureDispatcher Destroy ====="
self.UnListenEvent()
# ============================================================================
# 事件注册与注销
# ============================================================================
def ListenEvent(self):
"""
注册三个事件:
1. ServerBlockUseEvent —— 玩家右键方块(所有功能的右键转换入口)
2. ServerItemUseOnEvent —— 手持物品右键方块表面(如放置生鸡肉)
3. ServerItemTryUseEvent —— 玩家尝试使用物品(拦截喝药水/吃食物等默认行为)
"""
self.ListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerBlockUseEvent", self, self.OnBlockUse)
self.ListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerItemUseOnEvent", self, self.OnItemUseOn)
self.ListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerItemTryUseEvent", self, self.OnItemTryUse)
def UnListenEvent(self):
self.UnListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerBlockUseEvent", self, self.OnBlockUse)
self.UnListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerItemUseOnEvent", self, self.OnItemUseOn)
self.UnListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerItemTryUseEvent", self, self.OnItemTryUse)
# ============================================================================
# 主入口1:玩家右键方块
# ============================================================================
def OnBlockUse(self, args):
"""
玩家右键方块时触发。
用被右键的方块名 O(1) 定位到唯一的功能服务,转发给它的 handleBlockUse。
服务返回 True = 处理成功 → 取消默认行为(如防止喝药水),并标记拦截下一次物品使用
服务返回 False = 当前组合无匹配规则 → 交还默认行为
"""
blockName = args.get("blockName")
service = self.blockOwner.get(blockName)
if not service:
# 这个方块不属于任何已注册的功能 → 交给原版/其他模组处理
return
handled = service.handleBlockUse(args)
if handled:
args['cancel'] = True
playerId = args.get("playerId")
self._cancelItemUse[playerId] = True
# ============================================================================
# 主入口2:手持物品右键方块表面
# ============================================================================
def OnItemUseOn(self, args):
"""
手持物品右键某个方块表面时触发(如手持原版生鸡肉右键地面)。
用手持物品名 O(1) 定位到唯一的功能服务,转发给它的 handleItemUseOn。
注意:取消"使用物品于方块"的字段是 ret(不是 cancel),
官方要求双端设置才能真正取消默认行为。本分发器已在服务端设 ret=True,
服务端不会执行默认放置/使用逻辑;客户端如需完美取消动画,
可再增加一个监听 ClientItemUseOnEvent 的客户端配对系统。
"""
itemName = args.get("itemName")
service = self.itemUseOnOwner.get(itemName)
if not service:
return
handled = service.handleItemUseOn(args)
if handled:
args['ret'] = True
playerId = args.get("playerId")
self._cancelItemUse[playerId] = True
# ============================================================================
# 主入口3:拦截物品使用(防止喝药水/吃食物等默认行为)
# ============================================================================
def OnItemTryUse(self, args):
"""
玩家尝试使用物品(喝药水、吃食物等)时触发。
如果该玩家刚被标记为"取消下一次物品使用"(_cancelItemUse),
就取消这次默认行为,避免右键转换方块时误喝药水。
"""
playerId = args.get("playerId")
if self._cancelItemUse.pop(playerId, False):
args['cancel'] = True
@@ -0,0 +1,289 @@
# -*- coding: utf-8 -*-
"""
================================================================================
烧烤方块转换规则数据
================================================================================
所有"烧烤"(xy_barbecue) 分类下"右键方块→消耗物品→替换方块"的转换规则都在这里。
只被 BarbecueService 读取,FeatureDispatcher 通过方块名集合路由到 BarbecueService,
不会去查其他功能(动物养殖/做菜/工具切换)的数据库。
【烤法区分】
1) 烤串(牛肉串/羊肉串/烤蔬菜串/烤香菇串)
→ 放在"烧烤架"上烤,右键 2 次转换,不计时
→ 牛肉串/羊肉串: 生=_1, 半熟=_0, 熟=_3(注意顺序与蔬菜串不同!)
→ 烤蔬菜串/烤香菇串: 生=_0, 半熟=_1, 熟=_3
2) 烤鸡/烤乳猪/烤鱼
→ "上支杆"烤法: 支杆=b_34, 手持生食材右键支杆上杆
→ 支杆下方放"篝火(原版营火 campfire)", 计时自动转换
→ 烤熟后空手右键"取下" → 以掉落物形式获得整只成品
【食用部分说明】
烤熟成品(整只/整头)的"吃东西逐级分食"转换(如 整只→5/6→…→1/6)
由后续统一的"总食用功能"实现,本次不实现、不收录。
字段说明(与 AnimalData 一致):
source: 被右键的方块ID(必填)
item: 玩家手里必须拿的物品,None=空手也行
target: 替换成什么方块,"minecraft:air"=消失
consume: 消耗物品数量,0=不消耗(默认1)
giveItem: 额外给玩家什么物品,None=不给
giveCount: giveItem 的数量,默认1
dropItem: 转换时以掉落物形式生成的物品列表,优先于 giveItem
格式: [{"name": "xxx", "count": N}, ...]
type: "switch"=右键切换, "timer"=计时自动转换
time: 计时型转换需要多少秒(到时间自动替换方块)
below: 计时型转换要求下方方块(如 ["minecraft:campfire"])
================================================================================
"""
BARBECUE_SWITCHES = [
# ============================================================
# 一、烧烤架(点火/灭火)
# ============================================================
# 【点火-打火石】烧烤架_1(无火) → 烧烤架_2(点燃),打火石不消耗
{
"source": "rtdd:barbecuegrill_0",
"item": "minecraft:flint_and_steel",
"target": "rtdd:barbecuegrill_1",
"consume": 0,
"type": "switch",
"giveItem": None,
},
# 【点火-烈焰弹】烧烤架_1(无火) → 烧烤架_2(点燃),烈焰弹消耗1个
{
"source": "rtdd:barbecuegrill_0",
"item": "minecraft:fire_charge",
"target": "rtdd:barbecuegrill_1",
"consume": 1,
"type": "switch",
"giveItem": None,
},
# 【灭火】烧烤架_2(点燃) → 烧烤架_1(无火),消耗水桶,获得空桶
{
"source": "rtdd:barbecuegrill_1",
"item": "minecraft:water_bucket",
"target": "rtdd:barbecuegrill_0",
"consume": 1,
"type": "switch",
"giveItem": "minecraft:bucket",
"giveCount": 1,
},
# ============================================================
# 二、烤串(放烧烤架上,右键 2 次转换,不计时)
# 【重要】牛肉串/羊肉串的 生=_1 半熟=_0;蔬菜串/香菇串的 生=_0 半熟=_1
# ============================================================
# 牛肉串: 生(_1) → 半熟(_0) → 熟(_3)
# 放在"已点燃的烧烤架"上方才能右键烤制(下方必须是 barbecuegrill_1)
{
"source": "rtdd:beefkebabs_1",
"item": None,
"target": "rtdd:beefkebabs_0",
"consume": 0,
"type": "switch",
"switchCd": 0.15,
"below": ["rtdd:barbecuegrill_1"],
"giveItem": None,
},
{
"source": "rtdd:beefkebabs_0",
"item": None,
"target": "rtdd:beefkebabs_3",
"consume": 0,
"type": "switch",
"switchCd": 0.15,
"below": ["rtdd:barbecuegrill_1"],
"giveItem": None,
},
# 羊肉串: 生(_1) → 半熟(_0) → 熟(_3)
{
"source": "rtdd:lambkebabs_1",
"item": None,
"target": "rtdd:lambkebabs_0",
"consume": 0,
"type": "switch",
"switchCd": 0.15,
"below": ["rtdd:barbecuegrill_1"],
"giveItem": None,
},
{
"source": "rtdd:lambkebabs_0",
"item": None,
"target": "rtdd:lambkebabs_3",
"consume": 0,
"type": "switch",
"switchCd": 0.15,
"below": ["rtdd:barbecuegrill_1"],
"giveItem": None,
},
# 烤蔬菜串: 生(_0) → 半熟(_1) → 熟(_3)
{
"source": "rtdd:roasted_vegetables_0",
"item": None,
"target": "rtdd:roasted_vegetables_1",
"consume": 0,
"type": "switch",
"switchCd": 0.15,
"below": ["rtdd:barbecuegrill_1"],
"giveItem": None,
},
{
"source": "rtdd:roasted_vegetables_1",
"item": None,
"target": "rtdd:roasted_vegetables_3",
"consume": 0,
"type": "switch",
"switchCd": 0.15,
"below": ["rtdd:barbecuegrill_1"],
"giveItem": None,
},
# 烤香菇串: 生(_0) → 半熟(_1) → 熟(_3)
{
"source": "rtdd:roastedmushrooms_0",
"item": None,
"target": "rtdd:roastedmushrooms_1",
"consume": 0,
"type": "switch",
"switchCd": 0.15,
"below": ["rtdd:barbecuegrill_1"],
"giveItem": None,
},
{
"source": "rtdd:roastedmushrooms_1",
"item": None,
"target": "rtdd:roastedmushrooms_3",
"consume": 0,
"type": "switch",
"switchCd": 0.15,
"below": ["rtdd:barbecuegrill_1"],
"giveItem": None,
},
# ============================================================
# 三、上杆(手持生食材右键 支杆b_34)
# ============================================================
# 【上烤鸡】支杆 + 生鸡肉(放置后方块物品) → 烤鸡(上烤架_生)
{
"source": "rtdd:b_34",
"item": "rtdd:roastchickenplace_0",
"target": "rtdd:roastchicken_0",
"consume": 1,
"type": "switch",
"giveItem": None,
},
# 【上烤乳猪】支杆 + 死猪 → 烤乳猪(生)
{
"source": "rtdd:b_34",
"item": "rtdd:dead_pig",
"target": "rtdd:roastpig_0",
"consume": 1,
"type": "switch",
"giveItem": None,
},
# 【上烤鳕鱼】支杆 + 鳕鱼 → 烤鳕鱼(生)
{
"source": "rtdd:b_34",
"item": "minecraft:cod",
"target": "rtdd:grilledcod_0",
"consume": 1,
"type": "switch",
"giveItem": None,
},
# 【上烤鲑鱼】支杆 + 鲑鱼 → 烤鲑鱼(生)
{
"source": "rtdd:b_34",
"item": "minecraft:salmon",
"target": "rtdd:grilled_fish",
"consume": 1,
"type": "switch",
"giveItem": None,
},
# ============================================================
# 四、计时烤制(上杆后,支杆下方篝火,计时自动转换)
# ============================================================
# 【烤熟】烤鸡(上烤架_生) → 烤鸡(上烤架_熟),下方需篝火,约60秒
{
"source": "rtdd:roastchicken_0",
"item": None,
"target": "rtdd:roastchicken_1",
"consume": 0,
"type": "timer",
"time": 60,
"below": ["minecraft:campfire"],
"giveItem": None,
},
# 【烤熟】烤乳猪(生) → 烤乳猪(熟),下方需篝火,约60秒
{
"source": "rtdd:roastpig_0",
"item": None,
"target": "rtdd:roastpig_1",
"consume": 0,
"type": "timer",
"time": 60,
"below": ["minecraft:campfire"],
"giveItem": None,
},
# 【烤熟】烤鳕鱼(生) → 烤鳕鱼(熟),下方需篝火,约60秒
{
"source": "rtdd:grilledcod_0",
"item": None,
"target": "rtdd:grilledcod_1",
"consume": 0,
"type": "timer",
"time": 60,
"below": ["minecraft:campfire"],
"giveItem": None,
},
# 【烤熟】烤鲑鱼(生) → 烤鲑鱼(熟),下方需篝火,约60秒
{
"source": "rtdd:grilled_fish",
"item": None,
"target": "rtdd:grilled_salmon",
"consume": 0,
"type": "timer",
"time": 60,
"below": ["minecraft:campfire"],
"giveItem": None,
},
# ============================================================
# 五、取下(空手右键烤熟方块,支杆恢复,成品以掉落物获得)
# ============================================================
# 【取下烤鸡】烤鸡(上烤架_熟) → 支杆 + 掉落 烤鸡(整只)
{
"source": "rtdd:roastchicken_1",
"item": None,
"target": "rtdd:b_34",
"consume": 0,
"type": "switch",
"dropItem": [{"name": "rtdd:roast_chickenplace_1", "count": 1}],
"giveItem": None,
},
# 【取下烤乳猪】烤乳猪(熟) → 支杆 + 掉落 烤乳猪(整只)
{
"source": "rtdd:roastpig_1",
"item": None,
"target": "rtdd:b_34",
"consume": 0,
"type": "switch",
"dropItem": [{"name": "rtdd:roastpignew_1", "count": 1}],
"giveItem": None,
},
]
# ============================================================
# 六、手持物品右键"方块表面"生成规则(ServerItemUseOnEvent)
# ============================================================
# 目前只有一条:手持"原版生鸡肉"右键任意方块表面 → 在其表面生成
# "生鸡肉(原版生鸡肉右键放置后)"(roastchickenplace_0) 方块,消耗1个。
# 该规则由 FeatureDispatcher 转发 ServerItemUseOnEvent 到 BarbecueService。
ITEM_USE_ON_RULES = [
{
"item": "minecraft:chicken", # 手持的原版生鸡肉
"target": "rtdd:roastchickenplace_0", # 生成的目标方块
"consume": 1, # 消耗1个生鸡肉
},
]
@@ -0,0 +1,20 @@
# -*- coding: utf-8 -*-
"""
烧烤客户端(预留)
=================
目前烧烤功能的服务端逻辑已由 BarbecueService + FeatureDispatcher 处理,
客户端暂不需要额外的 UI 工作。
如果以后需要烤制进度提示、烤串状态展示等 UI,可以在这里扩展。
"""
import mod.client.extraClientApi as clientApi
ClientSystem = clientApi.GetClientSystemCls()
class BarbecueClient(ClientSystem):
def __init__(self, namespace, systemName):
ClientSystem.__init__(self, namespace, systemName)
print "===== BarbecueClient init ====="
def Destroy(self):
print "===== BarbecueClient Destroy ====="
@@ -0,0 +1,341 @@
# -*- coding: utf-8 -*-
"""
================================================================================
烧烤引擎(服务端)
================================================================================
只处理"烧烤"(xy_barbecue) 分类下的方块转换:烧烤架、烤串、烤鸡、烤乳猪、烤鱼。
【与 BlockSwitchService / CookingService 的区别】
本系统(方案A)采用"统一分发器"架构:
- FeatureDispatcher 是唯一监听 ServerBlockUseEvent 的系统
- 本类通过 FeatureDispatcher.register(self) 把管辖方块注册进去
- 玩家右键方块时,FeatureDispatcher 用 O(1) dict 直接找到本实例
- 本类只查自己的 BarbecueData(BARBECUE_SWITCHES),不碰其他功能数据库
【本类额外处理的规则】
- 手持"原版生鸡肉"右键方块表面(ServerItemUseOnEvent) → 生成"生鸡肉(放置后)"方块
该规则通过 FeatureDispatcher 的 itemUseOn 路由转发到本类 handleItemUseOn
【转换类型】
- type="switch" : 右键直接转换(点火/灭火/烤串2次/上杆/取下)
- type="timer" : 计时自动转换(上杆后下方篝火烤熟),
由本类用 AddTimer 实现,启动前检查下方是否为篝火
================================================================================
"""
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 AddTimer / CreateEngineItemEntity 等方法) ----
from ....BlueFoxTools.SpecialFunciton.BlueFoxSystem import BlueFoxServerSystem
from ....BlueFoxTools.ToolsConfig import LevelId
# ---- 只导入烧烤自己的数据库 ----
from ..BarbecueData import BARBECUE_SWITCHES, ITEM_USE_ON_RULES
# ---- 统一分发器 ----
from ...service.FeatureDispatcher import FeatureDispatcher
# ---- 方块表面方向 → 相邻坐标偏移(0下 1上 2北 3南 4西 5东) ----
FACE_OFFSET = {
0: (0, -1, 0),
1: (0, 1, 0),
2: (0, 0, -1),
3: (0, 0, 1),
4: (-1, 0, 0),
5: (1, 0, 0),
}
class BarbecueService(BlueFoxServerSystem):
"""
烧烤引擎
【核心数据结构】
barbecueRecipes = {
(方块名, 物品名): 规则dict, # O(1) 查找
}
barbecueBlockSet = {方块名, ...} # O(1) 拦截/注册用
barbecueTimers = {方块名: 规则dict} # 计时型起始方块 → 规则
itemUseOnRecipes = {物品名: 规则dict} # 手持物品右键方块表面 → 生成规则
"""
def __init__(self, namespace, systemName):
super(BarbecueService, self).__init__(namespace, systemName)
print "===== BarbecueService init ====="
# ---- 构建烧烤规则字典(O(1) 查找) ----
self.barbecueRecipes = {}
self.barbecueBlockSet = set()
self.barbecueTimers = {}
for sw in BARBECUE_SWITCHES:
key = (sw["source"], sw.get("item"))
self.barbecueRecipes[key] = sw
self.barbecueBlockSet.add(sw["source"])
if sw.get("type") == "timer":
self.barbecueTimers[sw["source"]] = sw
# ---- 手持物品右键方块表面规则:物品名 → 规则 ----
self.itemUseOnRecipes = {}
for rule in ITEM_USE_ON_RULES:
self.itemUseOnRecipes[rule["item"]] = rule
# ---- 计时去重表 + 右键冷却表 ----
self._timerSchedule = {}
self.cooldown = {}
# ---- 注册到统一分发器 ----
FeatureDispatcher.register(self)
# ============================================================================
# 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.barbecueBlockSet
def getItemUseOnRules(self):
"""返回手持物品右键方块表面的规则:{物品名: 规则dict}(供分发器路由)"""
return self.itemUseOnRecipes
def handleBlockUse(self, args):
"""
由 FeatureDispatcher 转发的右键方块入口。
只有 blockName 在本功能方块集合里才会被调用。
返回 True=已处理,False=当前组合无匹配规则。
"""
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
# 冷却检查(烤串"右键2次"用 switchCd 调小冷却以便快速连点)
if not self.checkCooldown(key, recipe.get("switchCd", 0.5)):
return True
# ---- 下方方块检查(timer 需篝火,烤串需点燃的烧烤架) ----
if not self.checkBelow(recipe, dim, pos):
# 下方不是要求的方法 → 提示玩家,不执行(但也算处理,取消默认行为)
if recipe.get("type") == "timer":
tip = "§c支杆下方需要放一个篝火(营火)才能烤制!"
else:
tip = "§c烤串需要放在点燃的烧烤架上才能烤制!"
comp.CreateMsg(playerId).NotifyOneMessage(playerId, tip)
return True
# 计时型:启动计时
if recipe.get("type") == "timer":
self.startTimer(key, recipe, dim)
return True
# 切换型
self.handleSwitch(recipe, playerId, pos, dim, itemDict, key, blockName)
return True
def handleItemUseOn(self, args):
"""
由 FeatureDispatcher 转发的"手持物品右键方块表面"事件。
当前用于:手持原版生鸡肉右键任意方块表面 → 在其表面生成生鸡肉(放置后)方块。
返回 True=已处理,False=当前组合无匹配规则。
"""
itemName = args.get("itemName")
playerId = args.get("playerId")
rule = self.itemUseOnRecipes.get(itemName)
if not rule:
return False
x, y, z = args.get("x"), args.get("y"), args.get("z")
face = args.get("face", 1)
dim = comp.CreateDimension(playerId).GetEntityDimensionId()
# 计算被点方块表面相邻的目标格
off = FACE_OFFSET.get(face, (0, 1, 0))
targetPos = (x + off[0], y + off[1], z + off[2])
# 目标格必须为空(可放置)
try:
cur = comp.CreateBlockInfo(LevelId).GetBlockNew(targetPos, dim)
if cur and cur.get("name") != "minecraft:air":
return False
except Exception:
return False
# 消耗 1 个生鸡肉
itemDict = self.getCarriedItem(playerId)
if not itemDict:
return False
self.consumeItem(playerId, itemDict, rule.get("consume", 1))
# 生成生鸡肉(放置后)方块
self.replaceBlock(targetPos, dim, rule["target"], playerId)
return True
# ============================================================================
# 规则匹配(O(1))
# ============================================================================
def findRecipe(self, blockName, itemDict):
itemName = itemDict.get("newItemName") if itemDict else None
recipe = self.barbecueRecipes.get((blockName, itemName))
if recipe:
return recipe
recipe = self.barbecueRecipes.get((blockName, None))
if recipe:
return recipe
return None
# ============================================================================
# 切换型规则处理
# ============================================================================
def handleSwitch(self, recipe, playerId, pos, dim, itemDict, key, blockName):
"""
正向(item 非 None):点火/上杆 → 消耗 → 替换 → 给奖励 → 续计时
逆向(item 为 None):烤串2次/取下 → 掉落 → 替换
"""
# ---- 正向 ----
if recipe.get("item") is not None:
if recipe.get("consume", 1) > 0:
self.consumeItem(playerId, itemDict, recipe.get("consume", 1))
if recipe.get("target"):
self.replaceBlock(pos, dim, recipe["target"], playerId)
if recipe.get("giveItem"):
self.giveItem(playerId, recipe["giveItem"], recipe.get("giveCount", 1))
# 上杆后若新方块是计时源 → 尝试启动计时(下方需有篝火)
if recipe.get("target") in self.barbecueTimers:
nextTimer = self.barbecueTimers[recipe["target"]]
if self.checkBelow(nextTimer, dim, pos):
self.startTimer(key, nextTimer, dim)
return
# ---- 逆向 ----
if recipe.get("dropItem"):
self.dropItems(dim, pos, recipe["dropItem"])
elif recipe.get("giveItem"):
self.giveItem(playerId, recipe["giveItem"], recipe.get("giveCount", 1))
if recipe.get("target"):
self.replaceBlock(pos, dim, recipe["target"], playerId)
# ============================================================================
# 计时型规则处理(AddTimer 一次性定时,启动前检查下方篝火)
# ============================================================================
def checkBelow(self, recipe, dim, pos):
"""
检查方块下方是否为 recipe["below"] 中指定的方块。
没写 below 字段 → 视为满足。
"""
below = recipe.get("below")
if not below:
return True
belowPos = (pos[0], pos[1] - 1, pos[2])
try:
b = comp.CreateBlockInfo(LevelId).GetBlockNew(belowPos, dim)
return b.get("name") in below
except Exception:
return False
def startTimer(self, key, recipe, dim):
"""启动一次性定时器,1秒内去重,到点由 _timerDone 执行转换"""
now = time.time()
last = self._timerSchedule.get(key, 0)
if now - last < 1.0:
return
self._timerSchedule[key] = now
self.AddTimer(recipe.get("time", 60), self._timerDone, key, recipe, dim)
def _timerDone(self, key, recipe, dim):
"""计时到点:确认方块仍是计时源,且下方仍有篝火,才执行转换"""
pos = (key[1], key[2], key[3])
try:
cur = comp.CreateBlockInfo(LevelId).GetBlockNew(pos, dim)
if not cur or cur.get("name") != recipe["source"]:
return
if not self.checkBelow(recipe, dim, pos):
return # 篝火被拿走了,暂停烤制
self.replaceBlock(pos, dim, recipe["target"], None)
# 若新方块仍是计时源 → 继续下一级(当前烧烤无多级计时,预留)
nextRecipe = self.barbecueTimers.get(recipe["target"])
if nextRecipe:
self.startTimer(key, nextRecipe, dim)
except Exception:
pass
# ============================================================================
# 工具方法
# ============================================================================
def getCarriedItem(self, playerId):
itemComp = comp.CreateItem(playerId)
return itemComp.GetPlayerItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED, 0)
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)})
def replaceBlock(self, pos, dim, newBlockName, playerId, aux=None):
creator = playerId if playerId is not None else LevelId
if aux is None:
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)
def giveItem(self, playerId, itemName, count=1, auxValue=0):
comp.CreateItem(playerId).SpawnItemToPlayerInv(
{"itemName": itemName, "count": count, "auxValue": auxValue}, playerId)
def dropItems(self, dim, pos, dropList):
"""以掉落物形式生成物品(取下烤鸡/烤乳猪等)"""
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]))
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"""
now = time.time()
last = self.cooldown.get(key, 0)
if now - last < cd:
return False
self.cooldown[key] = now
return True
+5 -4
View File
@@ -47,7 +47,7 @@ todo : 手持种子 消耗16个种子
8. 鸡饲料盆_2(满) -> 鸡饲料盆_1(空)
转换条件:[鸡进食后计时变空]【机制待确认】
todo : 计时变换 先三分钟
todo : 计时变换 先一分钟
========================================
三、饲料槽(牛羊等)
@@ -58,7 +58,7 @@ todo : 手持小麦 消耗32个小麦
10. 饲料槽_2(满小麦) -> 饲料槽_3(半量小麦) -> 饲料槽_4(少量小麦) -> 饲料槽_1(空)
转换条件:[动物进食后计时逐级减少]【机制待确认】
todo : 计时变换 先三分钟 逐级都是 计时变化
todo : 计时变换 先一分钟 逐级都是 计时变化
11. 饲料槽_1(空) -> 饲料槽_6(水槽)
转换条件:[手持 水桶 右键 进行转换,消耗水桶]【操作方式待确认】
@@ -70,14 +70,15 @@ todo : 手持胡萝卜 消耗32个胡萝卜
13. 饲料槽_7(满胡萝卜) -> 饲料槽_8(半量胡萝卜) -> 饲料槽_1(空)
转换条件:[动物进食后计时逐级减少]【机制待确认】
todo : 计时变换 先三分钟 逐级都是 计时变化
todo : 计时变换 先一分钟 逐级都是 计时变化
========================================
四、粪便
14. 粪便(一坨) -> 粪便(半坨) -> 粪便(仅痕迹) -> 无
转换条件:[右键 进行转换,取走/清理粪便]
机制 : 右键取走一个等级,逐级清理至消失(暂定,可先不管)
todo 这玩意也可食用
【食用部分后续在总食用功能中实现,本次不实现】
========================================
五、其他静态方块
+6 -1
View File
@@ -40,7 +40,8 @@
转换条件:[放到烧烤架上,手持右键 2 次进行转换]
机制: 放在烧烤架上,右键第1次:生->半熟,右键第2次:半熟->熟(不计时)
todo 熟的烤串也都可以直接右键食用
todo 熟的烤串也都可以直接右键食用
【食用部分后续在总食用功能中实现,本次不实现】
========================================
三、烤鸡(上支杆 + 篝火烤,非烧烤架)
========================================
@@ -63,6 +64,7 @@ todo 熟的烤串也都可以直接右键食用
12. 烤鸡(整只) -> 烤鸡(3/4只) -> 烤鸡(半只) -> 烤鸡(1/4只) -> (吃完消失)
转换条件:[吃东西(右键食用)转换,每吃一份降一级]
机制: 右键食用,吃一份: 整只->3/4->半->1/4,最后一份吃完方块消失
【食用部分后续在总食用功能中实现,本次不实现】
========================================
四、烤乳猪(上支杆 + 篝火烤,非烧烤架)
@@ -82,6 +84,7 @@ todo 熟的烤串也都可以直接右键食用
16. 烤乳猪(整只/6份) -> 烤乳猪(5/6只) -> 烤乳猪(4/6只) -> 烤乳猪(3/6只) -> 烤乳猪(2/6只) -> 烤乳猪(1/6只) -> (吃完消失)
转换条件:[吃东西(右键食用)转换,每吃一份,剩余份数递减]
机制: 右键食用,共6份,吃一份剩余递减1/6: 整只->5/6->4/6->3/6->2/6->1/6,最后一份吃完方块消失
【食用部分后续在总食用功能中实现,本次不实现】
========================================
五、烤鱼(上支杆 + 篝火烤,非烧烤架)
@@ -94,6 +97,7 @@ todo 熟的烤串也都可以直接右键食用
转换条件:[支杆下方篝火,计时自动转换]
机制: 支杆下方篝火计时约60秒烤熟
todo 烤鳕鱼(熟)可以直接右键食用
【食用部分后续在总食用功能中实现,本次不实现】
19. 鲑鱼 -> 烤鲑鱼(生)
转换条件:[手持 鲑鱼 右键 支杆(b_34) 进行转换,消耗1条]
机制: 手持鲑鱼右键支杆,上杆待烤,变为烤鲑鱼(生)
@@ -102,6 +106,7 @@ todo 烤鳕鱼(熟)可以直接右键食用
转换条件:[支杆下方篝火,计时自动转换]
机制: 支杆下方篝火计时约60秒烤熟
todo 烤鲑鱼(熟)可以直接右键食用
【食用部分后续在总食用功能中实现,本次不实现】
========================================
六、方块归属说明(均有转换,无静态成品)
========================================