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docs/mconline/20-玩法地图教程/第08章:在开头添加引导关卡/课程02.实现资源收集和玩法规则的小游戏.md
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docs/mconline/20-玩法地图教程/第08章:在开头添加引导关卡/课程02.实现资源收集和玩法规则的小游戏.md
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---
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front: https://nie.res.netease.com/r/pic/20210730/ee109f39-8987-46e0-9fe7-40ebb23060fa.png
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hard: 进阶
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time: 50分钟
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---
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# 在对话聊天过程中添加玩法引导
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如果引导只有对话聊天,过程会显得枯燥乏味,而且并不能很好的“引导”玩家,甚至部分玩家根本就不会看对话,所以我们需要在对话中穿插需要去实际操作的玩法,才能让玩家循序渐进,了解地图的内容。
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在对话4/6中,给予玩家植物的种子并且指定玩家种植在耕地上:
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```python
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leveldatacomp = serverApi.GetEngineCompFactory().CreateExtraData(serverApi.GetLevelId())
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class FarmServerSystem(ServerSystem):
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def __init__(self, namespace, systemName):
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ServerSystem.__init__(self, namespace, systemName)
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# 监听PlayerAttackEntityEvent事件
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self.ListenForEvent(serverApi.GetEngineNamespace(), serverApi.GetEngineSystemName(), "PlayerAttackEntityEvent",
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self, self.PlayerAttack)
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# 监听ItemUseOnAfterServerEvent事件
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self.ListenForEvent(serverApi.GetEngineNamespace(), serverApi.GetEngineSystemName(),
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"ItemUseOnAfterServerEvent", self, self.Item_Use)
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# 提前获取到的NPCid
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self.guide_id = "-481036336358"
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# 创建一个控制对话阶段的变量
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self.guide_dialogue = {}
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# 存储物品的变量
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self.guide_itemDict = [
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{
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'name': 'minecraft:farmland',
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'aux': 0
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},
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{
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'itemName': 'farm:spinach_seed',
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'count': 1,
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'enchantData': '',
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'auxValue': 0,
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'customTips': '',
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'extraId': '',
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'userData': {},
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}
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]
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# 事件触发的函数
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def PlayerAttack(self, args):
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# 事件获取的玩家id
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self.playername = args["playerId"]
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# 创建指令、方块和物品的接口
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commandcomp = serverApi.GetEngineCompFactory().CreateCommand(serverApi.GetLevelId())
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blockcomp = serverApi.GetEngineCompFactory().CreateBlockInfo(serverApi.GetLevelId())
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itemcomp = serverApi.GetEngineCompFactory().CreateItem(self.playername)
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# 事件获取的生物id
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entityid = args["victimId"]
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# 如果事件获取的生物id和提前获取的NPCid一致
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if entityid == self.guide_id:
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# 获取 player_guide 数据
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guide_data = leveldatacomp.GetExtraData('player_guide')
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# 如果没有此数据则设置一个
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if not guide_data:
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leveldatacomp.SetExtraData('player_guide', self.guide_dialogue)
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else:
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# 如果有就把guide_data传给self.guide_dialogue
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self.guide_dialogue = guide_data
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# 如果self.guide_dialogue={}(说明第一次点击这个NPC)
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if self.guide_dialogue == {}:
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# ···
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elif self.guide_dialogue["dialogue"] == 0:
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# ···
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elif self.guide_dialogue["dialogue"] == 1:
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# ···
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elif self.guide_dialogue["dialogue"] == 2:
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commandcomp.SetCommand(
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"execute @a ~ ~ ~ tellraw @a {\"rawtext\":[{\"text\":\" §6§l【家人】 §r§f为了让你适应,我先带你熟悉一下海滨农场的生活,去试试种下植物吧。§6[4/6]\"}]}")
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commandcomp.SetCommand("execute @a ~ ~ ~ /playsound random.orb @a ~ ~ ~ 3 1 3")
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self.guide_dialogue["dialogue"] = 3
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# 设置坐标处为耕地(self.guide_itemDict变量的第一个)
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blockcomp.SetBlockNew((14, 64, 188), self.guide_itemDict[0], 0, 0)
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# 生成粒子在坐标处
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commandcomp.SetCommand("particle minecraft:villager_happy 14 66 188")
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# 给予玩家物品(self.guide_itemDict变量的第二个)
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itemcomp.SpawnItemToPlayerInv(self.guide_itemDict[1], self.playername, )
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# 存储新的player_guide
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leveldatacomp.SetExtraData('player_guide', self.guide_dialogue)
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# 玩家在对方块使用物品时触发
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def Item_Use(self, args):
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# 创建指令接口
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commandcomp = serverApi.GetEngineCompFactory().CreateCommand(serverApi.GetLevelId())
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# 通过事件获取方块的坐标、名称、玩家id和世界id
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x = args['x']
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y = args['y']
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z = args['z']
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blockname = args['blockName']
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playerid = args['entityId']
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worldid = args['dimensionId']
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# 创建方块信息、世界接口
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blockinfocomp = serverApi.GetEngineCompFactory().CreateBlockInfo(playerid)
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gamecomp = serverApi.GetEngineCompFactory().CreateGame(serverApi.GetLevelId())
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# 如果方块名称是耕地并且坐标在设定的位置(说明玩家完成了种植的引导任务)
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if blockname == "minecraft:farmland" and (x, y, z) == (14, 64, 188):
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# 卸载监听
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self.UnListenForEvent(serverApi.GetEngineNamespace(), serverApi.GetEngineSystemName(),
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"ItemUseOnAfterServerEvent", self, self.Item_Use)
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# 对话
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commandcomp.SetCommand(
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"execute @a ~ ~ ~ tellraw @a {\"rawtext\":[{\"text\":\" §6§l【家人】 §r§f接下来试试改造建筑,去旁边的资源处挖一些石头吧。§6[5/6]\"}]}")
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# 音效
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commandcomp.SetCommand("execute @a ~ ~ ~ /playsound random.orb @a ~ ~ ~ 3 1 3")
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# 给予玩家一把可以破坏石头的石镐(下一个引导任务的道具)
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commandcomp.SetCommand("/give @s stone_pickaxe 1 0 {\"minecraft:can_destroy\": {\"blocks\":[\"stone\"]}} ")
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# 生成一个结构(下一个引导任务的资源)
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gamecomp.PlaceStructure(None, (14, 65, 202), "design:resource", 0)
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# 生成一个告示牌
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commandcomp.SetCommand("setblock 13 65 186 standing_sign 12")
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# 修改告示牌的文字
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blockinfocomp.SetSignBlockText((13, 65, 186), " 点击升级小湖泊 圆石x1")
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# 生成粒子
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commandcomp.SetCommand("particle minecraft:villager_happy 13 67 186")
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# 修改变量
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self.guide_dialogue["dialogue"] = 4
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```
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添加引导任务后,玩家在对话的过程中就会接收这个”任务“:
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<img src="./images/3.gif" alt="3" style="zoom:115%;" />
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继续添加引导任务,让玩家在收集圆石后点击牌子可以改造小池塘并完成引导;
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在此之前,我们需要先制作改造后的建筑然后使用结构方块将其保存起来:
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```python
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leveldatacomp = serverApi.GetEngineCompFactory().CreateExtraData(serverApi.GetLevelId())
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class FarmServerSystem(ServerSystem):
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def __init__(self, namespace, systemName):
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ServerSystem.__init__(self, namespace, systemName)
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# 监听PlayerAttackEntityEvent事件
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self.ListenForEvent(serverApi.GetEngineNamespace(), serverApi.GetEngineSystemName(), "PlayerAttackEntityEvent",
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self, self.PlayerAttack)
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# 监听ItemUseOnAfterServerEvent事件
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self.ListenForEvent(serverApi.GetEngineNamespace(), serverApi.GetEngineSystemName(),
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"ItemUseOnAfterServerEvent", self, self.Item_Use)
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# 监听ServerBlockUseEvent事件
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self.ListenForEvent(serverApi.GetEngineNamespace(), serverApi.GetEngineSystemName(), 'ServerBlockUseEvent',
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self, self.Upgrade)
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#···
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def PlayerAttack(self, args):
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#···
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def Item_Use(self, args):
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#···
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# 玩家点击方块触发的函数
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def Upgrade(self, args):
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# 存储需要的物品的变量
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stone_block = {"minecraft:cobblestone": 1}
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# 事件获取的方块名称和玩家id
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blockname = args['blockName']
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playerid = args['playerId']
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# 创建逻辑需要用到的相关接口
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blockinfocomp = serverApi.GetEngineCompFactory().CreateBlockInfo(playerid)
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commandcomp = serverApi.GetEngineCompFactory().CreateCommand(serverApi.GetLevelId())
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gamecomp = serverApi.GetEngineCompFactory().CreateGame(serverApi.GetLevelId())
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# 如果点击的方块是告示牌
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if blockname == "minecraft:standing_sign":
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# 获取告示牌的文字
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text = blockinfocomp.GetSignBlockText((13, 65, 186))
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# 如果文字一致
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if " 点击升级小湖泊 圆石x1" in text:
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# 获取玩家背包物品
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item_comp = serverApi.GetEngineCompFactory().CreateItem(playerid)
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item_dict_list = item_comp.GetPlayerAllItems(serverApi.GetMinecraftEnum().ItemPosType.INVENTORY)
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# 根据槽位依次循坏玩家背包
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for index, item_dict in enumerate(item_dict_list):
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# 如果是空的就继续下一次循环
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if item_dict is None:
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continue
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# 如果是物品信息字典的物品名在变量中
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if item_dict["newItemName"] in stone_block:
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# 获取需要的物品数量
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item_count = item_dict["count"]
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# 将该槽位的物品数量-1
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item_comp.SetInvItemNum(index, item_count - 1)
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# 替换告示牌为空气
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commandcomp.SetCommand("setblock 13 65 186 air")
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# 在坐标位置放置结构
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gamecomp.PlaceStructure(None, (5, 63, 186), "farm:rockery", 0)
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# 对话
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commandcomp.SetCommand(
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"execute @a ~ ~ ~ tellraw @a {\"rawtext\":[{\"text\":\" §6§l【家人】 §r§f很棒!接下来乘船去岛上找图书馆管理员吧,他会帮你的。§6[6/6]\"}]}")
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# 在小岛码头旁生成小船
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self.CreateEngineEntityByTypeStr("farm:guide_boat",(35,62,168),(0,0),0)
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# 音效
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commandcomp.SetCommand("execute @a ~ ~ ~ /playsound random.orb @a ~ ~ ~ 3 1 3")
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# 存储完成引导的玩家id
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leveldatacomp.SetExtraData("player_id", playerid)
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# 更新控制对话阶段的变量
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self.guide_dialogue["dialogue"] = 5
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# 卸载本事件的监听
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self.UnListenForEvent(serverApi.GetEngineNamespace(), serverApi.GetEngineSystemName(),
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'ServerBlockUseEvent', self, self.Upgrade)
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# 存储新的player_guide
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leveldatacomp.SetExtraData('player_guide', self.guide_dialogue)
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break
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```
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至此,较完整的新手引导关卡就制作完成了:
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<img src="./images/5.gif" alt="5" style="zoom:115%;" />
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完成引导后,现在还无法离开新手岛屿,所以我们需要进一步制作使玩家可以离开这里前往新的小岛。
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