feat(game): 玩法接线——实体AI/夜间刷僵尸/受伤重生、掉落物拾取、熔炉烧炼产出、服务器与客户端 Mod 加载、客户端单机存档

This commit is contained in:
NianGao Dev
2026-08-15 23:48:58 +08:00
parent 6cc0f12079
commit 90e33380fc
6 changed files with 224 additions and 13 deletions

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@@ -67,10 +67,10 @@ func NewFurnace(x, y, z int32) *Entity { return New(KindFurnace, x, y, z) }
func NewChest(x, y, z int32) *Entity { return New(KindChest, x, y, z) }
// Tick 熔炉烧炼(每 tick;箱子无逻辑)。
// 返回 true 表示产出完成了一个物品(调用方取出放入输出槽)。
func (e *Entity) Tick() bool {
// 产出时返回 (输入物品名, true)——输入名在消耗前捕获,供调用方查熔炼配方。
func (e *Entity) Tick() (string, bool) {
if e.Kind != KindFurnace {
return false
return "", false
}
// 燃料耗尽则尝试补充
if e.BurnTicks <= 0 {
@@ -92,15 +92,16 @@ func (e *Entity) Tick() bool {
e.CookTicks++
if e.CookTicks >= CookTime {
e.CookTicks = 0
// 消耗一个输入(产出由调用方放入输出槽,物品与背包.md §6)
// 消耗前捕获输入名(产出配方查询用,物品与背包.md §6)
inputName := e.Slots[SlotInput].Name
e.Slots[SlotInput].Count--
if e.Slots[SlotInput].Count == 0 {
e.Slots[SlotInput] = item.Stack{}
}
return true
return inputName, true
}
}
return false
return "", false
}
// CanInsert 槽位插入规则(容器版:与背包规则表一致,物品与背包.md §3)。

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@@ -31,7 +31,7 @@ func TestFurnaceSmelt(t *testing.T) {
// 烧炼 2 炉
produced := 0
for i := 0; i < 2000; i++ {
if f.Tick() {
if _, ok := f.Tick(); ok {
produced++
}
}
@@ -52,7 +52,7 @@ func TestFurnaceFuelExhaust(t *testing.T) {
// 一块煤 1600 tick,最多产出 8 个(1600/200)
produced := 0
for i := 0; i < 4000; i++ {
if f.Tick() {
if _, ok := f.Tick(); ok {
produced++
}
}

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@@ -4,10 +4,14 @@
package game
import (
"math"
"math/rand"
"time"
"mc/internal/block"
"mc/internal/blockentity"
"mc/internal/camera"
"mc/internal/entity"
"mc/internal/inventory"
"mc/internal/item"
"mc/internal/physics"
@@ -26,6 +30,15 @@ type Session struct {
Inv *inventory.Inventory
Cam *camera.Camera
// 实体与方块实体(实体系统.md、物品与背包.md §6)
Entities *entity.Manager
BlockEntities map[[3]int32]*blockentity.Entity
// 自然生成计时(僵尸与敌对生物.md §5:夜晚/黑暗处刷怪)
spawnTimer float64
damageIn float64 // 玩家受击冷却
rng *rand.Rand
// 破坏进度状态(方块交互与动画.md §3)
breakTarget raycast.Hit
breaking bool
@@ -40,7 +53,12 @@ type Session struct {
// NewSession 创建会话。
func NewSession(w *world.World, reg *block.Registry, items *item.Registry, recipes *recipe.Registry, p *physics.Player, inv *inventory.Inventory, cam *camera.Camera) *Session {
return &Session{World: w, Reg: reg, Items: items, Recipes: recipes, Player: p, Inv: inv, Cam: cam, Health: 20}
return &Session{
World: w, Reg: reg, Items: items, Recipes: recipes, Player: p, Inv: inv, Cam: cam,
Health: 20, Entities: entity.NewManager(),
BlockEntities: make(map[[3]int32]*blockentity.Entity),
rng: rand.New(rand.NewSource(12345)),
}
}
// PlayerHealth 玩家当前生命(HUD 用)。
@@ -56,6 +74,18 @@ func (s *Session) Tick(dt float64) {
if s.breaking {
s.accumulateBreak(dt)
}
// 实体 AI(实体系统.md §3 限频决策在内部处理)
s.Entities.Tick(dt, s.World, s.Player.Pos)
// 方块实体(熔炉烧炼,物品与背包.md §6)
s.tickBlockEntities()
// 掉落物拾取(实体系统.md §5)
for _, d := range s.Entities.PickupNearby(s.Player.Pos[0], s.Player.Pos[1], s.Player.Pos[2]) {
s.Inv.Add(item.Stack{Name: d.Item, Count: uint8(min(d.Count, 127))})
}
// 夜间刷僵尸(僵尸与敌对生物.md §5:黑暗处、距玩家 24 格、限频)
s.spawnZombies(dt)
// 僵尸近身伤害(僵尸与敌对生物.md §3:3 点/秒)
s.applyZombieDamage(dt)
// 相机跟随玩家眼睛
s.Cam.Pos = s.Player.Eye()
}
@@ -130,18 +160,19 @@ func (s *Session) accumulateBreak(dt float64) {
}
}
// destroy 摧毁方块:替换为空气 + 掉落进背包(工具耐久后置)。
// destroy 摧毁方块:替换为空气 + 掉落物实体(实体系统.md §5)。
func (s *Session) destroy(h raycast.Hit) {
st := s.World.Block(h.X, h.Y, h.Z)
def := s.Reg.Get(st.ID())
s.World.SetBlock(h.X, h.Y, h.Z, block.Air)
// 方块实体随之销毁(物品与背包.md §6)
delete(s.BlockEntities, [3]int32{h.X, h.Y, h.Z})
drop := def.Drops
if drop == "" {
drop = def.Name
}
if drop != "" {
rem := s.Inv.Add(item.Stack{Name: drop, Count: 1})
_ = rem // 背包满则丢弃(后置:掉落实体)
s.Entities.SpawnDrop(drop, 1, float64(h.X)+0.5, float64(h.Y), float64(h.Z)+0.5)
}
}
@@ -182,6 +213,10 @@ func (s *Session) PlaceSelected() {
return
}
s.World.SetBlock(px, py, pz, block.NewState(bid, 0))
// 方块实体创建(物品与背包.md §6:熔炉)
if d.Place == "furnace" {
s.BlockEntities[[3]int32{px, py, pz}] = blockentity.NewFurnace(px, py, pz)
}
// 消耗一个物品
s.Inv.Remove(sel.Name, 1)
}
@@ -196,3 +231,83 @@ func (s *Session) overlapsPlayer(x, y, z int32) bool {
float64(y)+1 > py && float64(y) < py+p.Height &&
float64(z)+1 > pz-hw && float64(z) < pz+hw
}
// tickBlockEntities 熔炉烧炼并产出(物品与背包.md §6)。
func (s *Session) tickBlockEntities() {
for _, be := range s.BlockEntities {
if be.Kind != blockentity.KindFurnace {
continue
}
if inputName, ok := be.Tick(); ok {
// 产出:按熔炼配方放入输出槽
if rc, found := s.Recipes.MatchSmelting(inputName); found {
be.Insert(blockentity.SlotOutput, item.Stack{Name: rc.Result.Item, Count: uint8(min(rc.Result.Count, 127))}, s.Items)
}
}
}
}
// spawnZombies 夜间刷怪(僵尸与敌对生物.md §5:方块光 ≤7、距玩家 24–48 格、每 5 秒一只)。
func (s *Session) spawnZombies(dt float64) {
s.spawnTimer -= dt
if s.spawnTimer > 0 {
return
}
s.spawnTimer = 5.0
for i := 0; i < 16; i++ {
ang := s.rng.Float64() * 2 * math.Pi
dist := 24 + s.rng.Float64()*24
x := int32(s.Player.Pos[0] + math.Cos(ang)*dist)
z := int32(s.Player.Pos[2] + math.Sin(ang)*dist)
// 找地表(从顶向下第一个非空气)
var y int32
for y = 255; y > 0; y-- {
if s.World.Block(x, y, z) != block.Air {
break
}
}
// 生成点两格空气 + 黑暗
if s.World.Block(x, y+1, z) != block.Air || s.World.Block(x, y+2, z) != block.Air {
continue
}
if s.World.BlockLight(x, y+1, z) > 7 {
continue
}
s.Entities.Spawn(entity.KindZombie, float64(x)+0.5, float64(y+1), float64(z)+0.5)
return // 每周期最多 1 只
}
}
// applyZombieDamage 僵尸近身伤害(僵尸与敌对生物.md §3:约 3 点/秒)。
func (s *Session) applyZombieDamage(dt float64) {
if s.Health <= 0 {
return
}
s.damageIn -= dt
if s.damageIn > 0 {
return
}
for _, e := range s.Entities.List() {
if e.Kind != entity.KindZombie || e.Dead {
continue
}
dx, dz := e.Pos[0]-s.Player.Pos[0], e.Pos[2]-s.Player.Pos[2]
if dx*dx+dz*dz < 1.6*1.6 && e.Pos[1]-s.Player.Pos[1] < 2 {
s.Health -= 3
s.damageIn = 1.0
if s.Health <= 0 {
s.Health = 0
s.respawn()
}
return
}
}
}
// respawn 死亡重生:回出生点 + 满血(实体系统.md §6)。
func (s *Session) respawn() {
s.Health = 20
s.Player.Pos = [3]float64{8.5, 120, 8.5}
s.Player.Vel = [3]float64{}
s.damageIn = 2.0
}

View File

@@ -2,6 +2,7 @@ package game
import (
"math"
"mc/internal/blockentity"
"path/filepath"
"testing"
"time"
@@ -116,6 +117,46 @@ func TestBreakSpeed(t *testing.T) {
}
}
// TestFurnaceFlow 放置熔炉 → 投料 → 烧炼产出(物品与背包.md §6 会话接线)。
func TestFurnaceFlow(t *testing.T) {
s := newTestSession(t)
// 给玩家熔炉 + 煤炭 + 铁矿石
s.Inv.Slots[1] = item.Stack{Name: "furnace", Count: 1}
s.Inv.Slots[2] = item.Stack{Name: "coal", Count: 2}
s.Inv.Slots[3] = item.Stack{Name: "iron_ore", Count: 2}
s.Inv.Selected = 1
// 放置熔炉(向下看,站在地表)
s.BeginBreak()
for s.breaking {
s.Tick(1.0 / 20)
}
s.Player.Pos[1] += 2
s.Tick(1.0 / 20)
s.PlaceSelected()
// 找到熔炉方块实体
var furnace *blockentity.Entity
for _, be := range s.BlockEntities {
if be.Kind == blockentity.KindFurnace {
furnace = be
}
}
if furnace == nil {
t.Fatal("未创建熔炉方块实体")
}
// 投料
furnace.Insert(blockentity.SlotFuel, item.Stack{Name: "coal", Count: 1}, s.Items)
furnace.Insert(blockentity.SlotInput, item.Stack{Name: "iron_ore", Count: 1}, s.Items)
// 烧炼 200 tick(10 秒)
for i := 0; i < 300; i++ {
s.Tick(1.0 / 20)
}
if furnace.Slots[blockentity.SlotOutput].Name != "iron_ingot" {
t.Fatalf("输出应为铁锭,实际 %+v", furnace.Slots[blockentity.SlotOutput])
}
}
// mustID 取方块 ID(测试辅助)。
func mustID(t *testing.T, reg *block.Registry, name string) uint16 {
t.Helper()