烧烤 动物养殖 分类 功能实现1
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# -*- coding: utf-8 -*-
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"""
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================================================================================
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动物养殖方块转换规则数据
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================================================================================
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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。
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只被 AnimalService 读取,FeatureDispatcher 通过方块名集合路由到 AnimalService,
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不会去查其他功能(烧烤/做菜/工具切换)的数据库。
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与 BlockSwitchData.py 的关系:
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BlockSwitchData.py = 通用工具方块切换(箭桶、挂肉钩、水槽、书柜等)
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AnimalData.py = 动物养殖专属(鸡窝、饲料盆、饲料槽、粪便等)
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字段说明(与 BlockSwitchData 基本一致,新增 giveCount/dropItem):
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source: 被右键的方块ID(必填)
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item: 玩家手里必须拿的物品,None=空手也行
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target: 替换成什么方块,"minecraft:air"=消失
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consume: 消耗物品数量,0=不消耗(默认1)
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giveItem: 额外给玩家什么物品,None=不给
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giveCount: giveItem 的数量,默认1
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dropItem: 转换时以掉落物形式生成的物品列表,优先于 giveItem
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格式: [{"name": "xxx", "count": N}, ...]
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做成掉落物而不是直接塞背包,符合"取下/获得"的体验
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type: "switch"=右键切换, "timer"=计时自动转换
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time: 计时型转换需要多少秒(到时间自动替换方块)
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================================================================================
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"""
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ANIMAL_SWITCHES = [
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# ============================================================
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# 一、鸡窝(产蛋) —— 低级机制:手持鸡蛋右键放置递增
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# 对应方块:chickencoop_0(0蛋) ~ chickencoop_5(5蛋)
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# ============================================================
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# 【放蛋1】鸡窝_1(0蛋) → 鸡窝_2(1蛋)
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{
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"source": "rtdd:chickencoop_0",
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"item": "minecraft:egg",
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"target": "rtdd:chickencoop_1",
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"consume": 1,
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"type": "switch",
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"switchCd": 0.15,
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"giveItem": None,
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},
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# 【放蛋2】鸡窝_2(1蛋) → 鸡窝_3(2蛋)
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{
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"source": "rtdd:chickencoop_1",
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"item": "minecraft:egg",
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"target": "rtdd:chickencoop_2",
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"consume": 1,
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"type": "switch",
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"switchCd": 0.15,
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"giveItem": None,
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},
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# 【放蛋3】鸡窝_3(2蛋) → 鸡窝_4(3蛋)
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{
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"source": "rtdd:chickencoop_2",
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"item": "minecraft:egg",
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"target": "rtdd:chickencoop_3",
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"consume": 1,
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"type": "switch",
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"switchCd": 0.15,
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"giveItem": None,
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},
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# 【放蛋4】鸡窝_4(3蛋) → 鸡窝_5(4蛋)
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{
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"source": "rtdd:chickencoop_3",
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"item": "minecraft:egg",
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"target": "rtdd:chickencoop_4",
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"consume": 1,
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"type": "switch",
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"switchCd": 0.15,
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"giveItem": None,
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},
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# 【放蛋5】鸡窝_5(4蛋) → 鸡窝_6(5蛋)
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{
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"source": "rtdd:chickencoop_4",
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"item": "minecraft:egg",
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"target": "rtdd:chickencoop_5",
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"consume": 1,
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"type": "switch",
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"switchCd": 0.15,
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"giveItem": None,
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},
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# ============================================================
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# 二、鸡窝(取蛋) —— 空手右键取走鸡蛋,以掉落物形式生成
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# 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
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# 取蛋后一律回到0蛋形态(chickencoop_0)
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# ============================================================
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# 【取5蛋】鸡窝_6(5蛋) → 鸡窝_1(0蛋),掉落5个鸡蛋
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{
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"source": "rtdd:chickencoop_5",
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"item": None,
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"target": "rtdd:chickencoop_0",
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"consume": 0,
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"type": "switch",
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"dropItem": [{"name": "minecraft:egg", "count": 5}],
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"giveItem": None,
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},
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# 【取4蛋】鸡窝_5(4蛋) → 鸡窝_1(0蛋),掉落4个鸡蛋
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{
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"source": "rtdd:chickencoop_4",
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"item": None,
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"target": "rtdd:chickencoop_0",
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"consume": 0,
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"type": "switch",
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"dropItem": [{"name": "minecraft:egg", "count": 4}],
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"giveItem": None,
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},
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# 【取3蛋】鸡窝_4(3蛋) → 鸡窝_1(0蛋),掉落3个鸡蛋
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{
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"source": "rtdd:chickencoop_3",
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"item": None,
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"target": "rtdd:chickencoop_0",
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"consume": 0,
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"type": "switch",
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"dropItem": [{"name": "minecraft:egg", "count": 3}],
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"giveItem": None,
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},
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# 【取2蛋】鸡窝_3(2蛋) → 鸡窝_1(0蛋),掉落2个鸡蛋
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{
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"source": "rtdd:chickencoop_2",
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"item": None,
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"target": "rtdd:chickencoop_0",
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"consume": 0,
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"type": "switch",
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"dropItem": [{"name": "minecraft:egg", "count": 2}],
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"giveItem": None,
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},
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# 【取1蛋】鸡窝_2(1蛋) → 鸡窝_1(0蛋),掉落1个鸡蛋
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{
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"source": "rtdd:chickencoop_1",
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"item": None,
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"target": "rtdd:chickencoop_0",
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"consume": 0,
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"type": "switch",
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"dropItem": [{"name": "minecraft:egg", "count": 1}],
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"giveItem": None,
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},
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# ============================================================
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# 三、鸡饲料盆 —— 手持种子右键填充,计时变空
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# 对应方块:chickenmanger_0(空)、chickenmanger_1(满)
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# ============================================================
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# 【加饲料】鸡饲料盆_1(空) → 鸡饲料盆_2(满),消耗16个种子
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{
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"source": "rtdd:chickenmanger_0",
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"item": "minecraft:wheat_seeds",
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"target": "rtdd:chickenmanger_1",
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"consume": 16,
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"type": "switch",
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"giveItem": None,
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},
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# 【计时变空】鸡饲料盆_2(满) → 鸡饲料盆_1(空),计时60秒
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# 这是一个自动转换:玩家填充后启动计时,到时间自动变空
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{
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"source": "rtdd:chickenmanger_1",
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"item": None,
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"target": "rtdd:chickenmanger_0",
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"consume": 0,
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"type": "timer",
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"time": 60,
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"giveItem": None,
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},
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# ============================================================
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# 四、饲料槽-小麦 —— 手持小麦右键填充(消耗32个),计时逐级减少
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# 对应方块:manger_0(空)、manger_3(满小麦)、manger_2(半量小麦)、manger_1(少量小麦)
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# ============================================================
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# 【加小麦】饲料槽_1(空) → 饲料槽_2(满小麦),消耗32个小麦
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{
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"source": "rtdd:manger_0",
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"item": "minecraft:wheat",
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"target": "rtdd:manger_3",
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"consume": 32,
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"type": "switch",
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"giveItem": None,
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},
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# 【计时减少1】饲料槽_2(满小麦) → 饲料槽_3(半量小麦),计时60秒
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{
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"source": "rtdd:manger_3",
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"item": None,
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"target": "rtdd:manger_2",
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"consume": 0,
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"type": "timer",
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"time": 60,
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"giveItem": None,
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},
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# 【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
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{
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"source": "rtdd:manger_2",
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"item": None,
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"target": "rtdd:manger_1",
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"consume": 0,
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"type": "timer",
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"time": 60,
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"giveItem": None,
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},
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# 【计时减少3】饲料槽_4(少量小麦) → 饲料槽_1(空),计时60秒
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{
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"source": "rtdd:manger_1",
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"item": None,
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"target": "rtdd:manger_0",
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"consume": 0,
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"type": "timer",
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"time": 60,
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"giveItem": None,
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},
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# ============================================================
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# 五、饲料槽-水 —— 手持水桶右键填充,水桶变空桶
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# 对应方块:manger_0(空)、mangerwater(水槽)
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# ============================================================
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# 【加水】饲料槽_1(空) → 饲料槽_6(水槽),消耗水桶,获得空桶
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{
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"source": "rtdd:manger_0",
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"item": "minecraft:water_bucket",
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"target": "rtdd:mangerwater",
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"consume": 1,
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"type": "switch",
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"giveItem": "minecraft:bucket",
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"giveCount": 1,
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},
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# ============================================================
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# 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
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# 对应方块:manger_0(空)、pigmanger_1(满胡萝卜)、pigmanger_2(半量胡萝卜)
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# ============================================================
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# 【加胡萝卜】饲料槽_1(空) → 饲料槽_7(满胡萝卜),消耗32个胡萝卜
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{
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"source": "rtdd:manger_0",
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"item": "minecraft:carrot",
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"target": "rtdd:pigmanger_1",
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"consume": 32,
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"type": "switch",
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"giveItem": None,
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},
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# 【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
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{
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"source": "rtdd:pigmanger_1",
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"item": None,
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"target": "rtdd:pigmanger_2",
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"consume": 0,
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"type": "timer",
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"time": 60,
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"giveItem": None,
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},
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# 【计时减少2】饲料槽_8(半量胡萝卜) → 饲料槽_1(空),计时60秒
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{
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"source": "rtdd:pigmanger_2",
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"item": None,
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"target": "rtdd:manger_0",
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"consume": 0,
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"type": "timer",
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"time": 60,
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"giveItem": None,
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},
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# ============================================================
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# 七、粪便清理 —— 空手右键逐级清理,最后消失
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# 对应方块:feces_3(一坨)、feces_2(半坨)、feces_1(仅痕迹)
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# 【食用部分后续在总食用功能中实现,本次不实现】
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# ============================================================
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# 【清理1】粪便(一坨) → 粪便(半坨)
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{
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"source": "rtdd:feces_3",
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"item": None,
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"target": "rtdd:feces_2",
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"consume": 0,
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"type": "switch",
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"giveItem": None,
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},
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# 【清理2】粪便(半坨) → 粪便(仅痕迹)
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{
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"source": "rtdd:feces_2",
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"item": None,
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"target": "rtdd:feces_1",
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"consume": 0,
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"type": "switch",
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"giveItem": None,
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},
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# 【清理3】粪便(仅痕迹) → 消失(空气)
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{
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"source": "rtdd:feces_1",
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"item": None,
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"target": "minecraft:air",
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"consume": 0,
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"type": "switch",
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"giveItem": None,
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},
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]
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Whitespace-only changes.
+20
@@ -0,0 +1,20 @@
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# -*- coding: utf-8 -*-
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"""
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动物养殖客户端(预留)
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=====================
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目前动物养殖功能的服务端逻辑已由 AnimalService + FeatureDispatcher 处理,
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客户端暂不需要额外的 UI 工作。
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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。
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"""
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import mod.client.extraClientApi as clientApi
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ClientSystem = clientApi.GetClientSystemCls()
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class AnimalClient(ClientSystem):
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def __init__(self, namespace, systemName):
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ClientSystem.__init__(self, namespace, systemName)
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print "===== AnimalClient init ====="
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def Destroy(self):
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print "===== AnimalClient Destroy ====="
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Whitespace-only changes.
+332
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# -*- coding: utf-8 -*-
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"""
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================================================================================
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动物养殖引擎(服务端)
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================================================================================
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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。
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【与 BlockSwitchService / CookingService 的区别】
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那些系统各自监听 ServerBlockUseEvent,右键时会互相跑一遍拦截。
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本系统(方案A)改为"统一分发器"架构:
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- FeatureDispatcher 是唯一监听 ServerBlockUseEvent 的系统
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- 本类通过 FeatureDispatcher.register(self) 把管辖的方块名注册进去
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- 玩家右键方块时,FeatureDispatcher 用 O(1) 的 dict 直接找到本实例
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- 本类只查自己的 AnimalData(ANIMAL_SWITCHES),不碰其他功能的数据库
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→ 每个右键事件只查一次数据库,功能损耗最小
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【本类不做的事】
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- 不自己监听 ServerBlockUseEvent(由 FeatureDispatcher 统一转发 handleBlockUse)
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- 不处理其他分类的方块(数据只来自 AnimalData)
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【转换类型】
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- type="switch" : 右键直接转换(放蛋/取蛋/填充饲料/清理粪便/加水)
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- type="timer" : 计时自动转换(饲料盆/饲料槽随时间变空),
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由本类用 AddTimer 实现,不依赖方块实体 tick
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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 AddTimer / 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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# ---- 只导入动物养殖自己的数据库 ----
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from ..AnimalData import ANIMAL_SWITCHES
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# ---- 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) ----
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from ...service.FeatureDispatcher import FeatureDispatcher
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class AnimalService(BlueFoxServerSystem):
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"""
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动物养殖引擎
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【核心数据结构】
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animalRecipes = {
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(方块名, 物品名): 规则dict, # O(1) 查找
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||||
}
|
||||
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
|
||||
Whitespace-only changes.
Reference in new issue
Block a user