配方 替换方块ceshi1

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wenhe committed 2026-07-21 12:07:40 +08:00
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# -*- coding: utf-8 -*-
"""
配方数据文件 - 所有"右键方块→消耗物品→替换方块"的配方都在这里
===============================================================
每加一道新菜,只需要在这里加一条配方,不用写任何Python代码。
配方字典字段说明([] = 可选,{} = 特殊类型):
{
"source": str, # 被右键的方块ID(必填)
"item": str|None, # 玩家手里必须拿的物品,None=空手也行
[below]: str, # 方块下面必须是什么
[needOil]: bool, # 物品必须有"油标签"
[target]: str|None, # 替换成什么方块,None=不替换
[consume]: int, # 消耗物品数量,0=不消耗(默认1)
[giveItem]: str, # 额外给玩家什么物品
[sound]: str, # 播放什么声音
[soundPitch]: float, # 声音频率(默认1.0)
[stirCount]: int, # 需要翻炒几次才变身
[stirCd]: float, # 翻炒冷却时间(秒)
[onDone]: str, # 完成动作:"finish"=标记熟了不替换
[doneMsg]: str, # 完成后的提示消息
[failMsg]: str, # 冷却中/失败时的提示
[dropIfDone]: list, # 熟了后拆掉掉落什么
[dropIfNot]: list, # 没熟拆掉掉落什么
}
"""
# ============================================================
# 炒菜示例:胡萝卜牛肉(完整一条链)
# ============================================================
# 流程:空锅 → 加油 → 放牛肉 → 翻炒 → 熟了 → 拆掉拿熟牛肉
RECIPES = [
# ===== 步骤1:空炒锅 + 有油的物品 → 带油煎锅 =====
{
"source": "rtdd:wok",
"item": None,
"below": "minecraft:campfire",
"needOil": True,
"target": "rtdd:cookinggarlic",
"consume": 0,
"sound": "random.fizz",
"soundPitch": 2.4,
},
# ===== 步骤2:带油煎锅 + 生牛肉 → 胡萝卜牛肉锅 =====
{
"source": "rtdd:cookinggarlic",
"item": "minecraft:beef",
"target": "rtdd:carrotandbeef",
"consume": 1,
"sound": "random.fizz",
"soundPitch": 0.8,
},
# ===== 步骤3:胡萝卜牛肉锅 + 木剑翻炒 → 第二阶段 =====
{
"source": "rtdd:carrotandbeef",
"item": "minecraft:wooden_sword",
"target": "rtdd:carrotandbeef_1",
"consume": 0,
"stirCount": 5,
"stirCd": 1.2,
"sound": "random.fizz",
"soundPitch": 2.1,
"failMsg": "这时候翻动会不好熟的!",
},
# ===== 步骤4:第二阶段 + 木剑翻炒 → 标记熟了 =====
{
"source": "rtdd:carrotandbeef_1",
"item": "minecraft:wooden_sword",
"target": None,
"consume": 0,
"stirCount": 3,
"stirCd": 0.8,
"sound": "random.fizz",
"soundPitch": 2.1,
"onDone": "finish",
"doneMsg": "出锅啦!拿盘子盛出来",
"failMsg": "这时候翻动会不好熟的!",
"dropIfDone": ["minecraft:cooked_beef", "rtdd:wok"],
"dropIfNot": ["minecraft:beef", "rtdd:wok"],
},
]
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# -*- coding: utf-8 -*-
"""
烹饪客户端(预留)
=================
目前客户端不需要做额外的UI工作。
如果以后需要进度条、翻炒提示等UI,可以在这里扩展。
"""
import mod.client.extraClientApi as clientApi
ClientSystem = clientApi.GetClientSystemCls()
class CookingClient(ClientSystem):
def __init__(self, namespace, systemName):
ClientSystem.__init__(self, namespace, systemName)
print "===== CookingClient init ====="
def Destroy(self):
print "===== CookingClient Destroy ====="
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# -*- coding: utf-8 -*-
"""
通用烹饪引擎(服务端)
=====================
读取 RecipeData.py 里的配方,自动处理所有"右键方块→消耗物品→替换方块"的逻辑。
设计思路:
- 不再为每个方块写一个类,而是写一个通用引擎
- 所有配方存在 RecipeData.py,引擎读取配方来执行
- 加新菜 = 在 RecipeData.py 加一条配方,这里不用改一行代码
用法:
在 modMain.py 里注册这个系统即可:
serverApi.RegisterSystem("rtdd", "CookingService",
"Script_NeteaseModousIY5aSF.ceshi.service.CookingService.CookingService")
"""
import time
import mod.server.extraServerApi as serverApi
ServerSystem = serverApi.GetServerSystemCls()
comp = serverApi.GetEngineCompFactory()
# 从配方数据文件导入所有配方
from ..RecipeData import RECIPES
class CookingService(ServerSystem):
"""
通用烹饪引擎
内部数据:
stirData = {
(dim, x, y, z): {
"count": int, # 已经翻炒了多少次
"lastTime": float, # 上次翻炒的时间戳
"finished": bool, # 是否已经熟了
"dropIfDone": list, # 熟了掉落什么
"dropIfNot": list, # 没熟掉落什么
}
}
"""
def __init__(self, namespace, systemName):
super(CookingService, self).__init__(namespace, systemName)
print "===== CookingService init ====="
self.stirData = {} # 翻炒数据字典
self.ListenEvent()
def Destroy(self):
print "===== CookingService Destroy ====="
self.UnListenEvent()
def ListenEvent(self):
"""注册事件监听:玩家右键方块、玩家拆方块"""
self.ListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerBlockUseEvent", self, self.OnBlockUse)
self.ListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerPlayerTryDestroyBlockEvent", self, self.OnDestroy)
def UnListenEvent(self):
self.UnListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerBlockUseEvent", self, self.OnBlockUse)
self.UnListenForEvent(serverApi.GetEngineNamespace(),
serverApi.GetEngineSystemName(),
"ServerPlayerTryDestroyBlockEvent", self, self.OnDestroy)
# ==================== 主入口:玩家右键方块 ====================
def OnBlockUse(self, args):
"""
玩家右键方块时触发。
流程:查配方 → 验条件 → 处理翻炒 → 消耗物品 → 替换方块 → 给物品 → 播声音
"""
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)
# 获取玩家手里拿的物品
itemDict = self._getCarriedItem(playerId)
# 在配方列表里找匹配的配方
recipe = self._findRecipe(blockName, itemDict)
if not recipe:
return
# ===== 处理需要翻炒的配方 =====
if recipe.get("stirCount"):
self._handleStir(key, recipe, playerId, pos, dim, itemDict)
return
# ===== 处理普通配方(直接替换) =====
self._executeRecipe(recipe, playerId, pos, dim, itemDict)
# ==================== 配方匹配 ====================
def _findRecipe(self, blockName, itemDict):
"""
在 RECIPES 列表里找匹配的配方。
匹配条件:source 对上 + item 对上(或 item 为 None)
"""
itemName = itemDict.get("newItemName") if itemDict else None
for recipe in RECIPES:
if recipe["source"] != blockName:
continue
# item 为 None 表示不限制物品类型
if recipe["item"] is not None and recipe["item"] != itemName:
continue
return recipe
return None
# ==================== 配方执行(普通替换) ====================
def _executeRecipe(self, recipe, playerId, pos, dim, itemDict):
"""
执行一条普通配方:检查条件 → 消耗物品 → 替换方块 → 给物品 → 播声音
"""
# 1. 检查附加条件
if not self._checkConditions(recipe, playerId, pos, dim, itemDict):
return
# 2. 消耗物品(扣除数量、去掉油标签)
if recipe.get("consume", 1) > 0:
self._consumeItem(playerId, itemDict, recipe.get("consume", 1))
if recipe.get("needOil"):
self._removeOil(itemDict, playerId)
# 3. 替换方块
if recipe.get("target"):
self._replaceBlock(pos, dim, recipe["target"], playerId)
# 4. 给物品
if recipe.get("giveItem"):
self._giveItem(playerId, recipe["giveItem"])
# 5. 播放声音
if recipe.get("sound"):
self._playSound(playerId, recipe["sound"], recipe.get("soundPitch", 1.0))
# ==================== 翻炒处理 ====================
def _handleStir(self, key, recipe, playerId, pos, dim, itemDict):
"""
处理需要翻炒的配方。
翻炒逻辑:
1. 检查冷却时间
2. 没到冷却 → 提示"这时候翻动会不好熟的!"
3. 到了冷却 → 翻炒次数+1 → 播声音+挥剑动画
4. 翻够次数 → 执行替换或标记熟了
"""
now = time.time()
data = self.stirData.get(key, {"count": 0, "lastTime": 0, "finished": False,
"dropIfDone": recipe.get("dropIfDone", []),
"dropIfNot": recipe.get("dropIfNot", [])})
# 冷却检查
if now - data["lastTime"] < recipe.get("stirCd", 1.0):
if recipe.get("failMsg"):
comp.CreateMsg(playerId).NotifyOneMessage(playerId, recipe["failMsg"])
return
# 翻炒次数+1
data["count"] += 1
data["lastTime"] = now
self.stirData[key] = data
# 播放声音和挥剑动画
if recipe.get("sound"):
self._playSound(playerId, recipe["sound"], recipe.get("soundPitch", 1.0))
self._playAttack(playerId)
# 判断是否翻够了
if data["count"] >= recipe["stirCount"]:
if recipe.get("onDone") == "finish":
# 标记熟了,不替换方块
data["finished"] = True
self.stirData[key] = data
if recipe.get("doneMsg"):
comp.CreateMsg(playerId).NotifyOneMessage(playerId, recipe["doneMsg"])
elif recipe.get("target"):
# 替换方块
self._replaceBlock(pos, dim, recipe["target"], playerId)
# 清理翻炒数据
self.stirData.pop(key, None)
# ==================== 条件检查 ====================
def _checkConditions(self, recipe, playerId, pos, dim, itemDict):
"""
检查配方的附加条件。
返回 True = 通过,False = 不通过。
"""
# 检查下面是否有指定方块(如营火)
if recipe.get("below"):
belowPos = (pos[0], pos[1] - 1, pos[2])
blockComp = comp.CreateBlockInfo(playerId)
try:
belowBlock = blockComp.GetBlockNew(belowPos, dim)
if belowBlock.get("name") != recipe["below"]:
return False
except:
return False
# 检查物品是否有油标签
if recipe.get("needOil") and itemDict:
if not self._getItemOil(itemDict):
return False
return True
# ==================== 工具方法 ====================
def _getCarriedItem(self, playerId):
"""获取玩家主手拿的物品"""
itemComp = comp.CreateItem(playerId)
return itemComp.GetPlayerItem(serverApi.GetMinecraftEnum().ItemPosType.CARRIED, 0)
def _consumeItem(self, playerId, itemDict, amount=1):
"""消耗玩家手里的物品(减少数量)"""
count = itemDict.get("count", 0)
if count <= amount:
comp.CreateItem(playerId).SetInvItemNum(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED, 0)
else:
itemDict["count"] = count - amount
comp.CreateItem(playerId).SetEntityItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
{"itemName": itemDict["newItemName"], "count": itemDict["count"],
"auxValue": itemDict.get("auxValue", 0)})
def _replaceBlock(self, pos, dim, newBlockName, playerId):
"""替换方块(一行搞定!)"""
comp.CreateBlockInfo(playerId).SetBlockNew(
pos, {"name": newBlockName}, 0, dim)
def _giveItem(self, playerId, itemName, count=1):
"""给玩家背包里塞一个物品"""
comp.CreateItem(playerId).SpawnItemToPlayerInv(
{"itemName": itemName, "count": count, "auxValue": 0}, playerId)
def _playSound(self, playerId, soundName, pitch=1.0):
"""在玩家位置播放声音"""
pos = comp.CreatePlayer(playerId).GetPos()
comp.CreateGame(playerId).PlaySound(
soundName, pos, pitch, 1.0, False)
def _playAttack(self, playerId):
"""让玩家播放攻击动画(挥剑)"""
# 通过引擎的 Attack 组件触发动画
try:
comp.CreatePlayer(playerId).Attack()
except:
pass
# ==================== 油标签操作 ====================
def _getItemOil(self, itemDict):
"""读取物品上的油标签"""
try:
itemComp = comp.CreateItem(serverApi.GetLevelId())
userData = itemComp.GetItemUserData(itemDict, "rtdd")
return userData.get("oil", False) if userData else False
except:
return False
def _removeOil(self, itemDict, playerId):
"""去掉物品上的油标签"""
try:
itemComp = comp.CreateItem(serverApi.GetLevelId())
userData = itemComp.GetItemUserData(itemDict, "rtdd")
if userData:
userData["oil"] = False
itemComp.SetItemUserData(itemDict, "rtdd", userData)
# 更新玩家手里的物品
comp.CreateItem(playerId).SetEntityItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
{"itemName": itemDict["newItemName"], "count": itemDict.get("count", 1),
"auxValue": itemDict.get("auxValue", 0),
"userData": {"rtdd": userData}})
except:
pass
# ==================== 拆方块处理 ====================
def OnDestroy(self, args):
"""
玩家拆方块时触发。
如果有翻炒数据且标记了熟了 → 掉落熟的东西
如果没熟 → 掉落生的东西
"""
blockName = args.get("blockName")
playerId = args.get("playerId")
x, y, z = args.get("x"), args.get("y"), args.get("z")
dim = comp.CreateDimension(playerId).GetEntityDimensionId()
key = (dim, x, y, z)
data = self.stirData.get(key)
if not data:
return
# 根据是否熟了决定掉落什么
if data.get("finished"):
dropItems = data.get("dropIfDone", [])
else:
dropItems = data.get("dropIfNot", [])
for itemName in dropItems:
self._giveItem(playerId, itemName)
# 清理翻炒数据
self.stirData.pop(key, None)