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343
docs/mconline/20-玩法地图教程/第06章:实现玩家的计数类型和数据读写/课程01.为计分板添加计数类型.md
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343
docs/mconline/20-玩法地图教程/第06章:实现玩家的计数类型和数据读写/课程01.为计分板添加计数类型.md
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---
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front: https://nie.res.netease.com/r/pic/20220408/0c3f2c46-fb70-4102-820b-3ed513469dc5.png
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hard: 进阶
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time: 60分钟
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selection: true
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---
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# 使用自定义数据记录数据
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《海滨小岛》有三个决定游戏进度的数据:钱数、家具数量和游戏天数;我们需要针对这三种数据进行监听和存储,所以我们需要使用特定的接口来存储、获取这三种数据,并利用UI将数据可视化,使玩家可以实时看到数据的变化。
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在新手引导结束后,统一存储数据:
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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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#新手引导结束,开始游戏触发的函数
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def start_game_data(self,playerid):
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# 存储硬币初始数量
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player_data_coin = leveldatacomp.SetExtraData("player_coin",0)
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# 存储家具初始数量
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player_data_furniture = leveldatacomp.SetExtraData("player_furniture",0)
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# 存储初始游戏天数
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player_data_day = leveldatacomp.SetExtraData("player_day",0)
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# 存储玩家id
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player_data_id = leveldatacomp.SetExtraData("player_id",playerid)
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```
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## 编写追踪玩家交易行为的功能
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我们需要根据玩家“得到钱”和“花费钱”这两个情况下实时变更数据,所以在玩家和NPC交易时添加通信事件修改数据:
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NPC交易相关的教程内容在[第五章](../第05章:设置NPC的基本状态和交易表/课程01.自定义NPC的基本行为.md)
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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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# 监听事件PlayerAttackEntityEvent
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self.ListenForEvent(serverApi.GetEngineNamespace(), serverApi.GetEngineSystemName(), "PlayerAttackEntityEvent",
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self,self.PlayerAttack)
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# 监听由客户端传来的事件(玩家购买商品)
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self.ListenForEvent("FarmMod", "ClientSystem", "buy_item",
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self,self.PlayerBuyItem)
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# 提前获取到的商人id
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self.animal_shop_id = "-120259084268"
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# 点击NPC时触发
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def PlayerAttack(self,args):
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# 玩家id
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self.playername = args["playerId"]
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# 点击的NPCid
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entityid = args["victimId"]
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# 如果点击的npc和存储的商人id一致
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if entityid == self.animal_shop_id:
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# 存储需要传输的参数:玩家id、商人id、获取钱数
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event = {"playerid":args["playerId"] , "entityid" : entityid,
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"player_coin": leveldatacomp.GetExtraData("player_coin")}
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# 发送事件到客户端
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self.NotifyToClient(self.playername,"create_shop_ui", event)
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# 玩家点击交易表购买按钮并成功购买后触发的函数
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def PlayerBuyItem(self, args):
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# 通过传过来的参数保存交易后剩下的钱数
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leveldatacomp.SetExtraData("player_coin",args["coin"])
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#传过来的玩家id
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player_id = args['playerid']
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#传过来的实际商品名称
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item_name = args['buy_item']
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# 发放物品
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serverApi.GetEngineCompFactory().CreateItem(player_id).SpawnItemToPlayerInv(
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{
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'newItemName': item_name,
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'count': 1
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},
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player_id
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)
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```
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```python
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class FarmClientSystem(ClientSystem):
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def __init__(self, namespace, systemName):
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super(FarmClientSystem, self).__init__(namespace, systemName)
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# 监听由ServerSystem发送的事件
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self.ListenForEvent("FarmMod", "ServerSystem", "create_shop_ui",self, self.Create_Shop_UI)
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# 提前获取到的商人id
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self.animal_shop_id = "-120259084268"
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def Create_Shop_UI(self,event):
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if event["entityid"] == self.animal_shop_id:
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# 创建交易表UI
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self.ui = clientApi.PushScreen("Farm","new_shop")
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# 通过UI实例修改变量(商品)
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self.ui.item_button_text = self.animal_shop_item_button_text
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# 将事件传送过来的玩家钱数设置到ui里
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self.ui.coin = event["player_coin"]
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```
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```python
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class FarmUIScreen(ScreenNode):
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def __init__(self, namespace, name, param):
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ScreenNode.__init__(self, namespace, name, param)
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self.coin = 0 #玩家钱数的变量
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# 按钮绑定
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@ViewBinder.binding(ViewBinder.BF_ButtonClickUp)
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def buy_button_clicked(self,args):
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if self.clicked_button_index == -1:
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print "玩家还没选物品"
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return
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# 获取商品价格
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price = self.item_button_text[self.clicked_button_index]['coin']
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# 如果玩家钱数大于等于商品价格 → 相减 → 传送事件至服务端
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if self.coin >= price:
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self.coin -= price
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#向服务端通信,将玩家id,剩余钱数,以及购买的实际物品作为参数传送过去
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self.clientsystem.NotifyToServer("buy_item",{"playerid":clientApi.GetLocalPlayerId(),"coin":self.coin,"buy_item"
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:self.item_button_text[self.clicked_button_index]["itemname"]})
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else:
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print "你买不起"
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```
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绝大部分的功能逻辑都在第五章制作交易表的时候介绍过,只需要在此基础上添加一些获取和存储数据的接口即可;当然,只进不出是不行的,我们还需要制作能够获得钱的功能 **“回收商人会在傍晚回收箱子内的物品并获得钱”** :
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```json
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{
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"format_version": "1.13.0",
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"minecraft:entity": {
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"description": {
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"identifier": "farm:acquirer", //回收商人
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"is_spawnable": true,
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"is_summonable": true,
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"is_experimental": false,
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"runtime_identifier": "minecraft:villager"
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},
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"components": {
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"minecraft:scheduler": { //在特定时间触发事件
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"min_delay_secs": 0,
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"max_delay_secs": 10,
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"scheduled_events" : [
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{
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"filters": {
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"all_of": [
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{ "test": "hourly_clock_time", "operator": ">=", "value": 12000 },
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{ "test": "hourly_clock_time", "operator": "<", "value": 13000 }
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]
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},
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"event": "minecraft:work" //触发的事件
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}
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]
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}
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},
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"component_groups": {
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},
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"events": {
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"minecraft:work":{
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}
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}
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}
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}
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```
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给商人的行为文件添加特定时间触发事件的组件,利用MODSDK监听该商人在触发事件的时候执行功能逻辑:
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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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# 监听事件EntityDefinitionsEventServerEvent
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self.ListenForEvent(serverApi.GetEngineNamespace(), serverApi.GetEngineSystemName(),'EntityDefinitionsEventServerEvent',
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self, self.Player_Event)
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# 提前获取的回收商人id
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self.acquirer_id = "-983547510779"
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def Player_Event(self,args):
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# 如果触发事件的生物id是回收商人
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if args["entityId"] == self.acquirer_id:
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# 使用寻路接口让回收商人走到箱子旁
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movecomp = serverApi.GetEngineCompFactory().CreateMoveTo(self.acquirer_id)
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movecomp.SetMoveSetting((72,66,82), 1.5, 2000, self.acquirer_callback)
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# 寻路结束的回调函数
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def acquirer_callback(self,entityid ,result):
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# 如果回收商人到达地点
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if result == 0:
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# 所有可回收商品的名称和价格
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goods_list = {"farm:spinach_item":8,"farm:whiteradish_item":4,"farm:peas_item":3,
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"farm:lemon_item":6,"farm:eggplant_item":4,"farm:crown_dasiy_item":4,
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"farm:corn_item":6,"farm:banana_item":6,"farm:bambooshoot_item":6,
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"minecraft:log":2,"minecraft:cobblestone":2,"minecraft:egg":8,
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"minecraft:wool":15,"minecraft:leather":15}
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# 创建接口
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chestitemcomp = serverApi.GetEngineCompFactory().CreateItem(serverApi.GetLevelId())
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chestslotcomp = serverApi.GetEngineCompFactory().CreateChestBlock(serverApi.GetLevelId())
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# 创建变量(箱子的槽数和最后结算的价格)
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count = 0
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add_price = 0
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# 循环0-26,对应小箱子的槽数
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for item in range(0,27):
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# 获取当前槽位的物品信息字典
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itemdict = chestitemcomp.GetContainerItem((72,66,81), count, 0)
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# 如果有东西
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if itemdict:
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# 如果该槽位的物品名在商品列表中
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if itemdict["newItemName"] in goods_list:
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# 物品数量*物品的价格 += 到变量中
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add_price += itemdict["count"] * goods_list.get(itemdict["newItemName"])
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# 设置该槽位的物品数量为0
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chestslotcomp.SetChestBoxItemNum(None, (72,66,81), count, 0, 0)
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# 箱子的槽数+=1
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count += 1
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# 获取当前玩家的钱数
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now_coin = leveldatacomp.GetExtraData("player_coin")
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# 把当前的钱数和上面结算的最终钱数相加再存储
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leveldatacomp.SetExtraData("player_coin",now_coin + add_price)
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# 使用寻路接口让回收商人再回到家中
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movecomp = serverApi.GetEngineCompFactory().CreateMoveTo(self.acquirer_id)
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movecomp.SetMoveSetting((132,71,96), 1.5, 2000, self.acquirer_callback_home)
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def acquirer_callback_home(self,entityid,result):
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print result
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```
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## 编写追踪玩家生存天数的功能
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在玩家结束新手引导正式开始游戏时可以在函数中重置一下游戏的时间:
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```python
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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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# 新手引导结束,开始游戏触发的函数
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def start_game_data(self,playerid):
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# 创建时间的接口
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timecomp = serverApi.GetEngineCompFactory().CreateTime(serverApi.GetLevelId())
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# 设置世界时间为0
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timecomp.SetTime(0)
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```
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获取当前世界的时间可以直接获取Molang或者使用相关接口:
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```python
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# 通过query.day获取当前世界的天数
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clientApi.GetEngineCompFactory().CreateQueryVariable(clientApi.GetLocalPlayerId()).GetMolangValue('query.day')
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#或
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# 创建时间的接口
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comp = serverApi.GetEngineCompFactory().CreateTime(levelId)
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# 获取当前的时间
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passedTime = comp.GetTime()
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# 获取当前的天数
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day = passedTime / 24000
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```
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## 编写追踪玩家持有家具数量的功能
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所有的家具都是由自定义方块制作的,所以我们只需要监听玩家放置和破坏方块这两个事件即可完成对家具数量的追踪:
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```python
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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EntityPlaceBlockAfterServerEvent事件
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self.ListenForEvent(serverApi.GetEngineNamespace(), serverApi.GetEngineSystemName(),
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'EntityPlaceBlockAfterServerEvent',
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self, self.Place_Furniture)
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# 监听ServerPlayerTryDestroyBlockEvent事件
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self.ListenForEvent(serverApi.GetEngineNamespace(), serverApi.GetEngineSystemName(),
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'ServerPlayerTryDestroyBlockEvent',
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self, self.Destroy_Furniture)
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# 使用中国版自定义方块方法制作的家具列表
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self.netease_block_list = ["farm:connect_table", "farm:sofa_black", "farm:sofa_blue", "farm:sofa_brown",
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"farm:sofa_cyan", "farm:sofa_gray",
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"farm:sofa_light_blue", "farm:sofa_light_cyan", "farm:sofa_light_green",
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"farm:sofa_light_gray", "farm:sofa_orange", "farm:sofa_pink_red",
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"farm:sofa_purple", "farm:sofa_red", "farm:sofa_white", "farm:sofa_yellow"]
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# 放置方块时触发
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def Place_Furniture(self, args):
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# 通过事件获取的方块坐标、名称
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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['fullName']
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# 创建方块状态接口
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blockstatecomp = serverApi.GetEngineCompFactory().CreateBlockState(serverApi.GetLevelId())
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# 获取放置的方块状态
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blockstate = blockstatecomp.GetBlockStates((x, y, z), 0)
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# 如果farm:rotation不在blockstate并且方块名称不在列表中就返回(所有的家具都有farm:rotation属性,所以可以用这个来判断是不是家具)
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# 不过通过中国版自定义方块的方法制作的家具并没有属性,所以需要额外给这些家具创建一个列表用于判断条件
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# 当然也可以将所有的家具都放在一个列表里进行判断
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if "farm:rotation" not in blockstate and blockname not in self.netease_block_list:
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return
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# 如果是家具的话就会继续执行,这时将家具的数据+=1
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leveldatacomp.SetExtraData("player_furniture", leveldatacomp.GetExtraData("player_furniture") + 1)
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# 破坏方块时触发
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def Destroy_Furniture(self, args):
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# 通过事件获取的方块坐标、名称
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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['fullName']
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player_id = args['playerId']
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# 创建方块状态接口
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blockstatecomp = serverApi.GetEngineCompFactory().CreateBlockState(serverApi.GetLevelId())
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# 获取放置的方块状态
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blockstate = blockstatecomp.GetBlockStates((x, y, z), 0)
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# 下方的逻辑和放置家具时一致,不过是将数据从+=1改为-+1
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if "farm:rotation" not in blockstate and blockname not in self.netease_block_list:
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return
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leveldatacomp.SetExtraData("player_furniture", leveldatacomp.GetExtraData("player_furniture") - 1)
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event = {"player_data_furniture": leveldatacomp.GetExtraData("player_furniture")}
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self.NotifyToClient(leveldatacomp.GetExtraData("player_id"), "re_dataui", event)
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```
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