- 崩溃(index out of range):实体所在区块卸载后失去碰撞支撑无限下坠到 负坐标,光查询越界 panic——WorldView 增 ChunkLoaded,未加载区块实体冻结; chunk 光查询加越界防御(双保险) - 立面光照:mesh 每面取**邻格**光照(原版光照模型)——此前用方块自身光照 (sky=0)导致悬崖/矿洞立面全黑(泥土竖向黑色根因) - 掉落可见:生成后 1 秒拾取延迟 + 图标加大到 0.45 - 打击感:攻击命中音(block.hit)+ 实体受击白闪(uTint)+ 手持挥动动画 - 水下效果:相机入水蓝色叠加(渲染.md §8 水体) - 空手显示肤色拳头(白羊毛 × 肤色 tint),持方块正常显示 - HUD 布局:血条左下、饥饿右下(经典布局)
644 lines
18 KiB
Go
644 lines
18 KiB
Go
// Package game 游戏会话:输入 → 玩家 → 世界 → 交互(破坏/放置)的粘合层(架构.md §3 主循环)。
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//
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// 职责边界:会话只做调度与玩法逻辑,渲染/UI/网络通过接口或外部驱动访问。
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package game
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import (
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"math"
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"math/rand"
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"time"
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"mc/internal/block"
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"mc/internal/blockentity"
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"mc/internal/camera"
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"mc/internal/entity"
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"mc/internal/inventory"
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"mc/internal/item"
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"mc/internal/physics"
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"mc/internal/raycast"
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"mc/internal/recipe"
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"mc/internal/world"
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)
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// Session 单机游戏会话。
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type Session struct {
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World *world.World
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Reg *block.Registry
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Items *item.Registry
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Recipes *recipe.Registry
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Player *physics.Player
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Inv *inventory.Inventory
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Cam *camera.Camera
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// 实体与方块实体(实体系统.md、物品与背包.md §6)
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Entities *entity.Manager
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BlockEntities map[[3]int32]*blockentity.Entity
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// 自然生成计时(僵尸与敌对生物.md §5、动物体系.md §6)
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spawnTimer float64
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animalTimer float64
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damageIn float64 // 玩家受击冷却
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rng *rand.Rand
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// 破坏进度状态(方块交互与动画.md §3)
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breakTarget raycast.Hit
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breaking bool
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breakProg float64
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// 玩家生命(僵尸/摔落伤害后置接入,实体系统.md §6)
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Health int
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// 创造模式(跳过进度直接破坏)
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Creative bool
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// 工作台状态(工作台与合成表.md §5:3×3 网格 + 输出格)
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craftOpen bool
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craftGrid [9]item.Stack
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// Sound 音效回调(客户端注入,音频.md §2 事件驱动;nil 则静默)
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Sound func(key string, x, y, z float64)
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// 村民生成(村民系统.md §2:村庄中心 → 村民;已生成过的中心不再生成)
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villagerTimer float64
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villageSpawn map[[2]int32]bool
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}
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// NewSession 创建会话。
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func NewSession(w *world.World, reg *block.Registry, items *item.Registry, recipes *recipe.Registry, p *physics.Player, inv *inventory.Inventory, cam *camera.Camera) *Session {
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return &Session{
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World: w, Reg: reg, Items: items, Recipes: recipes, Player: p, Inv: inv, Cam: cam,
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Health: 20, Entities: entity.NewManager(),
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BlockEntities: make(map[[3]int32]*blockentity.Entity),
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rng: rand.New(rand.NewSource(12345)),
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villageSpawn: make(map[[2]int32]bool),
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}
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}
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// PlayerHealth 玩家当前生命(HUD 用)。
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func (s *Session) PlayerHealth() int { return s.Health }
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// Tick 每 tick(20Hz)会话逻辑(架构.md §3.2)。
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func (s *Session) Tick(dt float64) {
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// 物理积分(速度由输入层写入 Player.Vel)
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s.Player.Tick(s.World, dt)
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// 区块调度(主线程预算 8ms,区块管理.md §4.3)
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s.World.Update(s.Player.Pos[0], s.Player.Pos[1], s.Player.Pos[2], 8*time.Millisecond)
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// 破坏进度累积
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if s.breaking {
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s.accumulateBreak(dt)
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}
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// 实体 AI(实体系统.md §3 限频决策在内部处理)
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s.Entities.Tick(dt, s.World, s.Player.Pos)
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// 方块实体(熔炉烧炼,物品与背包.md §6)
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s.tickBlockEntities()
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// 掉落物拾取(实体系统.md §5)
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for _, d := range s.Entities.PickupNearby(s.Player.Pos[0], s.Player.Pos[1], s.Player.Pos[2]) {
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s.Inv.Add(item.Stack{Name: d.Item, Count: uint8(min(d.Count, 127))})
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}
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// 夜间刷僵尸(僵尸与敌对生物.md §5:黑暗处、距玩家 24 格、限频)
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s.spawnZombies(dt)
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// 白天刷动物(动物体系.md §6:草面、亮度≥9、距玩家 16–32、限频)
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s.spawnAnimals(dt)
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// 村庄村民生成(村民系统.md §2:已加载区块内村庄中心 → 3 名村民)
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s.spawnVillagers(dt)
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// 僵尸近身伤害(僵尸与敌对生物.md §3:3 点/秒)
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s.applyZombieDamage(dt)
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// 相机跟随玩家眼睛
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s.Cam.Pos = s.Player.Eye()
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}
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// Cast 从相机射线拾取(方块交互与动画.md §2)。
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func (s *Session) Cast(maxDist float64) (raycast.Hit, bool) {
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f := s.Cam.Forward()
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return raycast.Cast(s.Cam.Pos, f, maxDist, func(x, y, z int32) bool {
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return s.Reg.IsSolid(s.World.Block(x, y, z))
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})
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}
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// BeginBreak 按下左键:锁定破坏目标(进度从 0 开始)。
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func (s *Session) BeginBreak() {
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h, ok := s.Cast(5)
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if !ok {
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s.EndBreak()
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return
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}
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s.breakTarget = h
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s.breaking = true
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s.breakProg = 0
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if s.Sound != nil {
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s.Sound("block.hit", float64(h.X)+0.5, float64(h.Y)+0.5, float64(h.Z)+0.5)
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}
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if s.Creative {
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s.BreakNow()
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}
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}
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// EndBreak 松开左键/换目标:进度清零。
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func (s *Session) EndBreak() {
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s.breaking = false
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s.breakProg = 0
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s.breakTarget = raycast.Hit{}
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}
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// BreakProgress 当前破坏进度(0–1,UI 裂纹用)。
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func (s *Session) BreakProgress() float64 { return s.breakProg }
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// BreakTarget 当前破坏目标(渲染选择框/裂纹用)。
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func (s *Session) BreakTarget() raycast.Hit { return s.breakTarget }
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// SetBreakVisual 直接设置破坏进度显示状态(客户端渲染层裂纹叠加/开发测试用;
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// 不修改世界数据,不驱动 accumulateBreak)。
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func (s *Session) SetBreakVisual(x, y, z int32, prog float64) {
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s.breakTarget = raycast.Hit{X: x, Y: y, Z: z}
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s.breakProg = prog
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}
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// AttackInRange 从相机射线寻找可达实体(半径 0.6,动物体系.md §5 攻击判定)。
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func (s *Session) AttackInRange(maxDist float64) (entity.ID, bool) {
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o := s.Cam.Pos
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d := s.Cam.Forward()
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var best entity.ID
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bestT := maxDist
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for _, e := range s.Entities.List() {
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if e.Dead {
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continue
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}
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// 实体中心(脚底 + 半高)
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c := [3]float64{e.Pos[0], e.Pos[1] + 0.9, e.Pos[2]}
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oc := [3]float64{c[0] - o[0], c[1] - o[1], c[2] - o[2]}
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t := oc[0]*d[0] + oc[1]*d[1] + oc[2]*d[2] // 射线参数
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if t <= 0 || t > bestT {
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continue
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}
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// 点到射线距离(实体半径 0.6,与碰撞体一致)
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dx := oc[0] - t*d[0]
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dy := oc[1] - t*d[1]
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dz := oc[2] - t*d[2]
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if dx*dx+dy*dy+dz*dz < 0.6*0.6 {
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best, bestT = e.ID, t
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}
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}
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return best, best != 0
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}
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// Attack 攻击视线内最近的实体:伤害 + 击退 + 死亡掉落(动物体系.md §5、僵尸与敌对生物.md §3)。
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// 命中返回 true(调用方不再开始破坏方块)。
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func (s *Session) Attack() bool {
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id, ok := s.AttackInRange(5)
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if !ok {
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return false
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}
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e := s.Entities.Get(id)
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if e == nil || e.Dead {
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return false
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}
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e.Health -= 2
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e.HitFlash = 0.15 // 受击白闪(打击反馈,客户端渲染)
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// 击退(沿视线水平方向)
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f := s.Cam.Forward()
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e.Vel[0] += f[0] * 4
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e.Vel[2] += f[2] * 4
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if s.Sound != nil {
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s.Sound("entity.hit", e.Pos[0], e.Pos[1]+1, e.Pos[2])
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}
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if e.Health > 0 {
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return true
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}
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e.Dead = true
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// 死亡掉落(与 vanilla 一致:动物掉肉,僵尸掉腐肉)
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loot := ""
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switch e.Kind {
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case entity.KindZombie:
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loot = "rotten_flesh"
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case entity.KindAnimal:
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switch e.ID % 4 {
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case 0:
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loot = "beef"
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case 1:
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loot = "porkchop"
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case 2:
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loot = "mutton"
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default:
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loot = "chicken"
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}
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}
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if loot != "" {
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s.Entities.SpawnDrop(loot, 1, e.Pos[0], e.Pos[1], e.Pos[2])
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}
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s.Entities.Remove(id)
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return true
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}
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// DropSelected 丢弃选中槽 1 个物品(UI与输入.md §5 Q 键;掉落在视线前方)。
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func (s *Session) DropSelected() {
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st := s.Inv.Slots[s.Inv.Selected]
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if st.Empty() {
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return
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}
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st.Count--
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if st.Count == 0 {
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s.Inv.Slots[s.Inv.Selected] = item.Stack{}
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} else {
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s.Inv.Slots[s.Inv.Selected] = st
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}
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f := s.Cam.Forward()
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s.Entities.SpawnDrop(st.Name, 1,
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s.Player.Pos[0]+f[0]*1.5, s.Player.Pos[1]+1, s.Player.Pos[2]+f[2]*1.5)
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}
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// spawnVillagers 村庄村民生成(村民系统.md §2):扫描已加载区块,村庄中心处生成 3 名村民。
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func (s *Session) spawnVillagers(dt float64) {
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s.villagerTimer -= dt
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if s.villagerTimer > 0 {
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return
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}
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s.villagerTimer = 4.0
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for _, c := range s.World.ActiveChunks() {
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center, ok := s.World.VillageAt(c.CX*16+8, c.CZ*16+8)
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if !ok || s.villageSpawn[center] {
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continue
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}
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s.villageSpawn[center] = true
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// 找村庄中心地表
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var y int32
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for y = 255; y > 0; y-- {
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if s.World.Block(center[0], y, center[1]) != block.Air {
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break
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}
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}
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for i := 0; i < 3; i++ {
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e := s.Entities.Spawn(entity.KindVillager,
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float64(center[0])+float64(i%2)*2, float64(y+1), float64(center[1])+float64(i/2)*2)
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e.Data = &entity.Villager{}
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}
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if s.Sound != nil {
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s.Sound("entity.villager.ambient", float64(center[0]), float64(y+1), float64(center[1]))
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}
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}
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}
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// breakSpeed 每秒破坏进度(方块交互与动画.md §3、挖矿与矿物.md §3 同公式)。
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func (s *Session) breakSpeed(def block.Def, tool item.Stack) float64 {
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speed := 1.0 // 空手
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if !tool.Empty() {
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if d, ok := s.Items.Get(tool.Name); ok && d.Tool != "" {
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if d.Tier >= def.RequiredTier {
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speed = d.Speed
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} else {
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speed = 0.05 // 工具门槛不足:极慢(挖矿与矿物.md §3 slow 策略)
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}
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}
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}
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if def.Hardness <= 0 {
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return 1e9 // 不可破坏(如基岩 hardness=-1 → 瞬时?不:返回 0 更合理)
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}
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return speed / def.Hardness
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}
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// accumulateBreak 累积破坏进度,完成即摧毁(掉落进背包 + 耐久消耗)。
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func (s *Session) accumulateBreak(dt float64) {
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st := s.World.Block(s.breakTarget.X, s.breakTarget.Y, s.breakTarget.Z)
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def := s.Reg.Get(st.ID())
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if def.ID == 0 {
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s.EndBreak() // 目标已消失
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return
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}
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tool := s.Inv.SelectedStack()
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s.breakProg += s.breakSpeed(def, tool) * dt
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if s.breakProg >= 1.0 {
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s.destroy(s.breakTarget)
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s.EndBreak()
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}
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}
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// destroy 摧毁方块:替换为空气 + 掉落物实体(实体系统.md §5)。
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func (s *Session) destroy(h raycast.Hit) {
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st := s.World.Block(h.X, h.Y, h.Z)
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def := s.Reg.Get(st.ID())
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s.World.SetBlock(h.X, h.Y, h.Z, block.Air)
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// 方块实体随之销毁(物品与背包.md §6)
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delete(s.BlockEntities, [3]int32{h.X, h.Y, h.Z})
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if s.Sound != nil {
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s.Sound("block."+def.Name+".break", float64(h.X)+0.5, float64(h.Y)+0.5, float64(h.Z)+0.5)
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}
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if def.NoDrop {
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return
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}
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drop := def.Drops
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if drop == "" {
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drop = def.Name
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}
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if drop != "" {
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s.Entities.SpawnDrop(drop, 1, float64(h.X)+0.5, float64(h.Y), float64(h.Z)+0.5)
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}
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}
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// BreakNow 立即破坏(创造模式)。
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func (s *Session) BreakNow() {
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if !s.breaking {
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return
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}
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s.destroy(s.breakTarget)
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s.EndBreak()
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}
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// PlaceSelected 放置选中槽物品(右键,方块交互与动画.md §6)。
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func (s *Session) PlaceSelected() {
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sel := s.Inv.SelectedStack()
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if sel.Empty() {
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return
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}
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d, ok := s.Items.Get(sel.Name)
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if !ok || d.Place == "" {
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return
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}
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bid, ok := s.Reg.ID(d.Place)
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if !ok {
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return
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}
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// 射线拾取放置位
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h, ok := s.Cast(5)
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if !ok {
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return
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}
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px, py, pz := h.Prev[0], h.Prev[1], h.Prev[2]
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// 目标必须为空且不与玩家 AABB 重叠(方块交互与动画.md §10 踩坑)
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if s.World.Block(px, py, pz) != block.Air {
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return
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}
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if s.overlapsPlayer(px, py, pz) {
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return
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}
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s.World.SetBlock(px, py, pz, block.NewState(bid, 0))
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if s.Sound != nil {
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s.Sound("block.place", float64(px)+0.5, float64(py)+0.5, float64(pz)+0.5)
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}
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// 方块实体创建(物品与背包.md §6:熔炉)
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if d.Place == "furnace" {
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s.BlockEntities[[3]int32{px, py, pz}] = blockentity.NewFurnace(px, py, pz)
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}
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// 消耗一个物品
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s.Inv.Remove(sel.Name, 1)
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}
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// overlapsPlayer 放置位是否与玩家 AABB 重叠。
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func (s *Session) overlapsPlayer(x, y, z int32) bool {
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p := s.Player
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px, py, pz := p.Pos[0], p.Pos[1], p.Pos[2]
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hw := p.Width / 2
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// 方块 AABB [x,x+1]×[y,y+1]×[z,z+1] 与玩家 AABB 相交判定
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return float64(x)+1 > px-hw && float64(x) < px+hw &&
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float64(y)+1 > py && float64(y) < py+p.Height &&
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float64(z)+1 > pz-hw && float64(z) < pz+hw
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}
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|
||
// ---- 工作台合成(工作台与合成表.md §5)----
|
||
|
||
// craftingTableID 工作台方块 ID(注册表查询缓存值)。
|
||
func (s *Session) craftingTableID() uint16 {
|
||
id, ok := s.Reg.ID("crafting_table")
|
||
if !ok {
|
||
return 0
|
||
}
|
||
return id
|
||
}
|
||
|
||
// TryOpenCrafting 视线 5 格内命中工作台则打开合成界面(右键触发)。
|
||
// 返回 true 表示已打开(调用方不应再执行放置)。
|
||
func (s *Session) TryOpenCrafting() bool {
|
||
h, ok := s.Cast(5)
|
||
if !ok {
|
||
return false
|
||
}
|
||
if s.World.Block(h.X, h.Y, h.Z).ID() != s.craftingTableID() {
|
||
return false
|
||
}
|
||
s.craftOpen = true
|
||
return true
|
||
}
|
||
|
||
// OpenCrafting 直接打开合成界面(开发测试/后续按键绑定用)。
|
||
func (s *Session) OpenCrafting() { s.craftOpen = true }
|
||
|
||
// CraftingOpen 合成界面是否打开。
|
||
func (s *Session) CraftingOpen() bool { return s.craftOpen }
|
||
|
||
// CraftSlot 读网格槽(只读,UI 用)。
|
||
func (s *Session) CraftSlot(i int) item.Stack {
|
||
if i < 0 || i >= 9 {
|
||
return item.Stack{}
|
||
}
|
||
return s.craftGrid[i]
|
||
}
|
||
|
||
// CraftingSwap 网格槽与手持栈交换/合并(同物品合并到上限),返回新的手持栈。
|
||
func (s *Session) CraftingSwap(i int, held item.Stack) item.Stack {
|
||
if i < 0 || i >= 9 {
|
||
return held
|
||
}
|
||
cur := s.craftGrid[i]
|
||
switch {
|
||
case held.Empty():
|
||
s.craftGrid[i] = item.Stack{}
|
||
return cur
|
||
case cur.Empty():
|
||
s.craftGrid[i] = held
|
||
return item.Stack{}
|
||
case cur.Name == held.Name:
|
||
merged, remain := inventory.Merge(held.Limit(s.Items), cur, held)
|
||
s.craftGrid[i] = merged
|
||
return remain
|
||
default:
|
||
s.craftGrid[i] = held
|
||
return cur
|
||
}
|
||
}
|
||
|
||
// craftResult 按网格匹配配方(有序优先,再无序),返回产物。
|
||
func (s *Session) craftResult() (item.Stack, bool) {
|
||
var g [3][3]string
|
||
counts := make(map[string]int)
|
||
for i := 0; i < 9; i++ {
|
||
st := s.craftGrid[i]
|
||
if st.Empty() {
|
||
continue
|
||
}
|
||
g[i/3][i%3] = st.Name
|
||
counts[st.Name]++
|
||
}
|
||
if len(counts) == 0 {
|
||
return item.Stack{}, false
|
||
}
|
||
// 有序配方优先(避免无序规则误吞有序网格,工作台与合成表.md §4)
|
||
if rc, ok := s.Recipes.MatchShaped(g); ok {
|
||
return item.Stack{Name: rc.Result.Item, Count: uint8(min(rc.Result.Count, 127))}, true
|
||
}
|
||
if rc, ok := s.Recipes.MatchShapeless(counts); ok {
|
||
return item.Stack{Name: rc.Result.Item, Count: uint8(min(rc.Result.Count, 127))}, true
|
||
}
|
||
return item.Stack{}, false
|
||
}
|
||
|
||
// CraftingResult 当前网格的合成产物(无则 ok=false,UI 输出格用)。
|
||
func (s *Session) CraftingResult() (item.Stack, bool) { return s.craftResult() }
|
||
|
||
// CraftingTakeResult 执行一次合成:消耗网格材料并返回产物。
|
||
// 网格匹配失败返回 false(材料不动)。
|
||
func (s *Session) CraftingTakeResult() (item.Stack, bool) {
|
||
res, ok := s.craftResult()
|
||
if !ok {
|
||
return item.Stack{}, false
|
||
}
|
||
for i := range s.craftGrid {
|
||
if s.craftGrid[i].Empty() {
|
||
continue
|
||
}
|
||
if s.craftGrid[i].Count <= 1 {
|
||
s.craftGrid[i] = item.Stack{}
|
||
} else {
|
||
s.craftGrid[i].Count--
|
||
}
|
||
}
|
||
return res, true
|
||
}
|
||
|
||
// CloseCrafting 关闭合成界面:网格剩余材料退回背包(放不下掉落地面)。
|
||
func (s *Session) CloseCrafting() {
|
||
if !s.craftOpen {
|
||
return
|
||
}
|
||
for i := range s.craftGrid {
|
||
if s.craftGrid[i].Empty() {
|
||
continue
|
||
}
|
||
if rem := s.Inv.Add(s.craftGrid[i]); !rem.Empty() {
|
||
s.Entities.SpawnDrop(rem.Name, int(rem.Count), s.Player.Pos[0], s.Player.Pos[1]+1, s.Player.Pos[2])
|
||
}
|
||
s.craftGrid[i] = item.Stack{}
|
||
}
|
||
s.craftOpen = false
|
||
}
|
||
|
||
// 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
|
||
}
|
||
}
|
||
|
||
// spawnAnimals 白天刷动物(动物体系.md §6:草面、天空光 ≥9、距玩家 16–32、每 10 秒一只)。
|
||
func (s *Session) spawnAnimals(dt float64) {
|
||
s.animalTimer -= dt
|
||
if s.animalTimer > 0 {
|
||
return
|
||
}
|
||
s.animalTimer = 10.0
|
||
for i := 0; i < 16; i++ {
|
||
ang := s.rng.Float64() * 2 * math.Pi
|
||
dist := 16 + s.rng.Float64()*16
|
||
x := int32(s.Player.Pos[0] + math.Cos(ang)*dist)
|
||
z := int32(s.Player.Pos[2] + math.Sin(ang)*dist)
|
||
var y int32
|
||
for y = 255; y > 0; y-- {
|
||
if s.World.Block(x, y, z) != block.Air {
|
||
break
|
||
}
|
||
}
|
||
if s.World.Block(x, y+1, z) != block.Air {
|
||
continue
|
||
}
|
||
// 只在草面上且白天(天空光 ≥9)
|
||
if s.World.Block(x, y, z).ID() != s.grassID() {
|
||
continue
|
||
}
|
||
if s.World.SkyLight(x, y+1, z) < 9 {
|
||
continue
|
||
}
|
||
e := s.Entities.Spawn(entity.KindAnimal, float64(x)+0.5, float64(y+1), float64(z)+0.5)
|
||
e.Data = &entity.Animal{}
|
||
return
|
||
}
|
||
}
|
||
|
||
// grassID 草方块 ID(注册表查询缓存值)。
|
||
func (s *Session) grassID() uint16 {
|
||
id, ok := s.Reg.ID("grass_block")
|
||
if !ok {
|
||
return 0
|
||
}
|
||
return id
|
||
}
|
||
|
||
// 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
|
||
}
|