710 lines
27 KiB
Markdown
710 lines
27 KiB
Markdown
---
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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: 60分钟
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---
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# 继续添加其它的农作物方块
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上一节中,我们已经完整的制作了白萝卜这一种农作物,接下来我们将把剩余的其它农作物也都添加进来;当然,不同的农作物有不同的生长时间和环境,需要在制作的过程中做出不同程度的修改,首先是与白萝卜相似的以下几种农作物,我们只需要在方块属性中修改生长所需的刻数,就能做到农作物生长时间的把不同。
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```json
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{
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"format_version": "1.16.100",
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"minecraft:block": {
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"description": {
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"identifier": "farm:eggplant", //茄子
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"properties": {
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"farm:age": [0, 1, 2],
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"farm:growth": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9] //为growth属性添加更多的刻数
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}
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},
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"permutations": [···],
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"components": {···},
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"events": {
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"farm:on_age_count_0": {
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"sequence": [
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{
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"condition": "query.block_property('farm:growth') < 7", //事件的条件也要修改,当farm:growth小于7时
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"set_block_property": {
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"farm:growth": "query.block_property('farm:growth') + 1" //为farm:growth加1
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}
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},
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{
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"condition": "query.block_property('farm:growth') == 7", //当farm:growth等于7时
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"trigger": {
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"event": "farm:on_whiteradish_grow_to_1", //触发新的事件使其生长
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"target": "self"
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}
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}
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]
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},
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"farm:on_age_count_1": {
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"sequence": [
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{
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"condition": "query.block_property('farm:growth') < 9",
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"set_block_property": {
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"farm:growth": "query.block_property('farm:growth') + 1"
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}
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},
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{
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"condition": "query.block_property('farm:growth') == 9",
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"trigger": {
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"event": "farm:on_whiteradish_grow_to_2",
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"target": "self"
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}
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}
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]
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},
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"farm:on_player_placing": {
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"set_block_property": {
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"farm:age": 0,
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"farm:growth": 0
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}
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},
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"farm:on_whiteradish_grow_to_1": {
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"set_block_property": {
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"farm:age": 1,
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"farm:growth": 0
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}
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},
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"farm:on_whiteradish_grow_to_2": {
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"set_block_property": {
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"farm:age": 2,
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"farm:growth": 0
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}
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}
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}
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}
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}
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```
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利用这种方法,我们依次将其它农作物也进行修改:
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| 农作物名称 | 生长时间 |
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| ---------- | -------------------------------------------------- |
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| 白萝卜 | 随机刻3次,进入发芽阶段; 随机刻6次,进入成熟阶段 |
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| 茼蒿 | 随机刻3次,进入发芽阶段; 随机刻6次,进入成熟阶段 |
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| 菠菜 | 随机刻4次,进入发芽阶段; 随机刻6次,进入成熟阶段 |
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| 茄子 | 随机刻8次,进入发芽阶段; 随机刻10次,进入成熟阶段 |
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| 柠檬 | 随机刻8次,进入发芽阶段; 随机刻10次,进入成熟阶段 |
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修改好后,点击编辑器的开发测试进入到游戏中同时种下这些农作物来观察判断一下是否成功;茄子和柠檬设定的随机刻数最多,理应生长的最慢;
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## 较为特殊的农作物方块
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现在我们已经制作出了五种完整的农作物,它们都有三个成长阶段,并且会随着随机刻的触发而成长,直到最终的成熟;不过这些农作物不能千篇一律,还有其它条件需要遵循,比如下面的两种农作物:
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- 竹笋:在生长为成熟竹笋后,如果没有及时采集,最后会长成竹子(不仅可以种植在耕地上,泥土和灰化土也可以)
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- 豌豆:需要种植在篱笆方块上(篱笆放在耕地上)
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竹笋的种植条件只需要在组件中添加灰化土和泥土就可以了:
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```json
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"minecraft:placement_filter": {
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"conditions": [
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{
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"allowed_faces": ["up"],
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"block_filter": ["farmland","dirt","podzol"] //耕地、泥土、灰化土
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}
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]
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}
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```
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而最终会长成竹子也只需要添加一个事件,将竹笋转换为竹子即可:
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```json
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{
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"format_version": "1.16.100",
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"minecraft:block": {
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"description": {
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"identifier": "farm:bambooshoot",
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"properties": {
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"farm:age": [0, 1, 2],
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"farm:growth": [0, 1, 2, 3, 4, 5, 6, 7]
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}
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},
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"permutations": [
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{
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"condition": "query.block_property('farm:age') == 2", //当farm:age等于2时(说明竹笋已经成熟)
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"components": {
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"minecraft:loot": "loot_tables/bambooshoot.json",
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"minecraft:geometry": "geometry.bambooshoot_stage_2",
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"minecraft:block_light_absorption": 0,
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"minecraft:pick_collision": {
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"origin": [-8, 0, -8],
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"size": [16, 12, 16]
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},
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"minecraft:random_ticking": { //仍然添加随机刻触发器
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"on_tick": {
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"target": "self",
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"event": "farm:on_age_count_2" //触发的事件名
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}
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},
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"minecraft:on_player_destroyed": {
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"event": "farm:on_destroy_stage_2"
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},
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"minecraft:material_instances": {
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"*": {
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"texture": "farm:bambooshoot_stage_2",
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"render_method": "alpha_test",
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"ambient_occlusion": false
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}
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}
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}
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}
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],
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"components": {
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},
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"events": {
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"farm:setblock_bamboo": { //将竹笋改为竹子的事件
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"set_block": { //在当前方块位置 放置新的方块
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"block_type": "minecraft:bamboo" //放置竹子(将竹笋替换为竹子)
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},
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"set_block_at_pos": { //位置偏移放置方块
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"block_type": "minecraft:dirt", //放置泥土
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"block_offset": [0,-1,0] //Y轴偏移-1(也就是在竹笋下方放置泥土)
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}
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},
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"farm:on_age_count_2": { //上方随机刻触发的事件名
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"sequence": [
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{
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"condition": "query.block_property('farm:growth') < 4", 。
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"set_block_property": {
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"farm:growth": "query.block_property('farm:growth') + 1"
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}
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},
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{
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"condition": "query.block_property('farm:growth') == 4",
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"trigger": {
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"event": "farm:setblock_bamboo", //当条件符合时触发事件
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"target": "self"
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}
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}
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]
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}
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}
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}
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}
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```
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豌豆的篱笆实现方式也较简单,给豌豆添加一个组合,条件是farm:age的属性为0,这个组合设置模型和贴图为篱笆,不需要添加随机刻触发器,当玩家使用种子的时候变更farm:age为1,也就对应豌豆第一个成长阶段的组合:
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```json
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{
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"format_version": "1.16.100",
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"minecraft:block": {
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"description": {
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"identifier": "farm:peas",
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"properties": {
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"farm:age": [0, 1, 2, 3], //添加一个数,0为篱笆,所以1、2、3就对应农作物的三个生长阶段
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"farm:growth": [0, 1, 2, 3, 4, 5]
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}
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},
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"permutations": [
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{
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"condition": "query.block_property('farm:age') == 1",
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"components": {···}
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},
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{
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"condition": "query.block_property('farm:age') == 2",
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"components": {···}
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},
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{
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"condition": "query.block_property('farm:age') == 3",
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"components": {···}
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},
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{
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"condition": "query.block_property('farm:age') == 0", //当farm:age为0时
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"components": {
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"minecraft:loot": "loot_tables/empty.json",
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"minecraft:pick_collision": {
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"origin": [-8, 0, -8],
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"size": [16, 16, 16]
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},
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"minecraft:geometry": "geometry.bamboo_fence",//模型使用篱笆
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"minecraft:block_light_absorption": 0,
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"minecraft:material_instances": {
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"*": {
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"texture": "farm:peas_stage_0", //贴图使用篱笆
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"render_method": "alpha_test",
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"ambient_occlusion": false
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}
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}
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}
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}
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],
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"components": {
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"minecraft:placement_filter": {
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"conditions": [
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{
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"allowed_faces": ["up"],
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"block_filter": ["farmland"]
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}
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]
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},
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"minecraft:entity_collision": false,
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"minecraft:on_player_placing": {
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"event": "farm:on_player_placing",
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"target": "self"
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}
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},
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"events": {
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"farm:on_age_count_1": {
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"sequence": [
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{
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"condition": "query.block_property('farm:growth') < 3",
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"set_block_property": {
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"farm:growth": "query.block_property('farm:growth') + 1"
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}
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},
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{
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"condition": "query.block_property('farm:growth') == 3",
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"trigger": {
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"event": "farm:on_whiteradish_grow_to_2",
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"target": "self"
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}
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}
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]
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},
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"farm:on_age_count_2": {
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"sequence": [
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{
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"condition": "query.block_property('farm:growth') < 5",
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"set_block_property": {
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"farm:growth": "query.block_property('farm:growth') + 1"
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}
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},
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{
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"condition": "query.block_property('farm:growth') == 5",
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"trigger": {
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"event": "farm:on_whiteradish_grow_to_3",
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"target": "self"
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}
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}
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]
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},
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"farm:on_player_placing": {
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"set_block_property": {
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"farm:age": 0,
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"farm:growth": 0
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}
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},
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"farm:on_whiteradish_grow_to_2": {
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"set_block_property": {
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"farm:age": 2,
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"farm:growth": 0
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}
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},
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"farm:on_whiteradish_grow_to_3": {
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"set_block_property": {
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"farm:age": 3,
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"farm:growth": 0
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}
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}
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}
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}
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}
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```
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现在,豌豆方块刚放下时是篱笆,我们需要继续设定拿种子点击篱笆可以修改豌豆方块的farm:age为1,这里需要使用MODSDK,打开**blocklistener.py**,监听**ItemUseOnAfterServerEvent**事件,当玩家手持物品点击方块时触发:
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```python
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class Main(ServerSystem):
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def __init__(self, namespace, system_name):
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ServerSystem.__init__(self, namespace, system_name)
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self.ListenForEvent(namespace, system_name,
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'ItemUseOnAfterServerEvent', self, self.using_block) #监听事件
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def using_block(self, event):
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#从事件中取需要的参数:玩家id、方块名称、方块附加值、手持物品的信息字典、方块的坐标
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playerid = event['entityId']
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blockname = event['blockName']
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blockaux = event['blockAuxValue']
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itemname = event['itemDict']
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x = event['x']
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y = event['y']
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z = event['z']
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#逻辑中需要用到的接口
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item_comp = serverApi.GetEngineCompFactory().CreateItem(playerid)
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blockstatecomp = serverApi.GetEngineCompFactory().CreateBlockState(serverApi.GetLevelId())
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#判断 手持的物品是否是豌豆种子、点击的方块是否是豌豆方块、并且方块的附加值为0(farm:age对应的值就代表blockaux)
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if blockname == 'farm:peas' and itemname['newItemName'] == 'farm:peas_seed' and blockaux == 0:
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#获取手持物品的信息
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carried_item = item_comp.GetPlayerItem(ItemPosType.CARRIED, 0, True)
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#设定手持物品的数量-1
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carried_item['count'] -= 1
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#将更改数量后的物品信息设置到玩家上
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item_comp.SetPlayerAllItems({(ItemPosType.CARRIED,0):carried_item})
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#获取对应坐标的方块
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state = blockstatecomp.GetBlockStates((x,y,z), 0)
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#将方块的farm:age改为1
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state['farm:age'] = 1
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#将更改后的方块替换到获取的坐标上
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blockstatecomp.SetBlockStates((x,y,z), state, 0)
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```
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## 增加农作物可收获的次数
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| 农作物名称 | 生长时间 | 收获期数 |
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| ---------- | --------------------------------------------------- | -------- |
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| 玉米 | 随机刻8次,进入发芽阶段; 随机刻12次,进入成熟阶段 | 2次 |
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| 香蕉 | 随机刻10次,进入发芽阶段; 随机刻12次,进入成熟阶段 | 2次 |
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对于香蕉、玉米这种可以收获多次的农作物,我们需要继续添加新功能使其可以在收获完后回到发芽阶段继续生长:
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```json
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{
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"format_version": "1.16.100",
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"minecraft:block": {
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"description": {
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"identifier": "farm:corn",
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"properties": {
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"farm:age": [0, 1, 2, 3, 4], //添加两个阶段
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"farm:growth": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11]
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}
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},
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"permutations": [
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{
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"condition": "query.block_property('farm:age') == 0",
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"components": {···}
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},
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{
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"condition": "query.block_property('farm:age') == 1",
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"components": {···}
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},
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{
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"condition": "query.block_property('farm:age') == 2", //此阶段农作物成熟
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"components": {···}
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},
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{
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"condition": "query.block_property('farm:age') == 3", //收获一次后,进入到新的阶段,而这个阶段的模型和贴图都采用发芽阶段并且继续添加随机刻触发器使其可继续生长
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"components": {
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"minecraft:geometry": "geometry.corn_stage_0",
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"minecraft:block_light_absorption": 0,
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"minecraft:pick_collision": {
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"origin": [-8, 0, -8],
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"size": [16, 12, 16]
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},
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"minecraft:random_ticking": {
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"on_tick": {
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"target": "self",
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"event": "farm:on_age_count_3"
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}
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},
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"minecraft:material_instances": {
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"*": {
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"texture": "farm:corn_stage_1",
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"render_method": "alpha_test",
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"ambient_occlusion": false
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}
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}
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}
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},
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{
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"condition": "query.block_property('farm:age') == 4", //第二次成熟阶段,添加掉落表,玩家可以打掉农作物以第二次收获
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"components": {
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"minecraft:loot": "loot_tables/corn.json", //添加掉落物表
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"minecraft:geometry": "geometry.corn_stage_2",
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"minecraft:block_light_absorption": 0,
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"minecraft:pick_collision": {
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"origin": [-8, 0, -8],
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"size": [16, 12, 16]
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},
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"minecraft:material_instances": {
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"*": {
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"texture": "farm:corn_stage_2",
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"render_method": "alpha_test",
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"ambient_occlusion": false
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}
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}
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}
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}
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],
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"components": {
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"minecraft:placement_filter": {
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"conditions": [
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{
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"allowed_faces": ["up"],
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"block_filter": ["farmland"]
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}
|
||
]
|
||
},
|
||
"minecraft:entity_collision": false,
|
||
"minecraft:on_player_placing": {
|
||
"event": "farm:on_player_placing",
|
||
"target": "self"
|
||
}
|
||
},
|
||
"events": {
|
||
"farm:on_whiteradish_grow_to_3":{
|
||
"set_block_property": {
|
||
"farm:age": 3,
|
||
"farm:growth": 0
|
||
}
|
||
},
|
||
"farm:on_age_count_0": {
|
||
"sequence": [
|
||
{
|
||
"condition": "query.block_property('farm:growth') < 7",
|
||
"set_block_property": {
|
||
"farm:growth": "query.block_property('farm:growth') + 1"
|
||
}
|
||
},
|
||
{
|
||
"condition": "query.block_property('farm:growth') == 7",
|
||
"trigger": {
|
||
"event": "farm:on_whiteradish_grow_to_1",
|
||
"target": "self"
|
||
}
|
||
}
|
||
]
|
||
},
|
||
"farm:on_age_count_1": {
|
||
"sequence": [
|
||
{
|
||
"condition": "query.block_property('farm:growth') < 11",
|
||
"set_block_property": {
|
||
"farm:growth": "query.block_property('farm:growth') + 1"
|
||
}
|
||
},
|
||
{
|
||
"condition": "query.block_property('farm:growth') == 11",
|
||
"trigger": {
|
||
"event": "farm:on_whiteradish_grow_to_2",
|
||
"target": "self"
|
||
}
|
||
}
|
||
]
|
||
},
|
||
"farm:on_age_count_3": { //第二个发芽阶段的随机刻事件
|
||
"sequence": [
|
||
{
|
||
"condition": "query.block_property('farm:growth') < 11",
|
||
"set_block_property": {
|
||
"farm:growth": "query.block_property('farm:growth') + 1"
|
||
}
|
||
},
|
||
{
|
||
"condition": "query.block_property('farm:growth') == 11",
|
||
"trigger": {
|
||
"event": "farm:on_whiteradish_grow_to_4", //符合条件触发的事件
|
||
"target": "self"
|
||
}
|
||
}
|
||
]
|
||
},
|
||
"farm:on_player_placing": {
|
||
"set_block_property": {
|
||
"farm:age": 0,
|
||
"farm:growth": 0
|
||
}
|
||
},
|
||
"farm:on_whiteradish_grow_to_1": {
|
||
"set_block_property": {
|
||
"farm:age": 1,
|
||
"farm:growth": 0
|
||
}
|
||
},
|
||
"farm:on_whiteradish_grow_to_2": {
|
||
"set_block_property": {
|
||
"farm:age": 2,
|
||
"farm:growth": 0
|
||
}
|
||
},
|
||
"farm:on_whiteradish_grow_to_4": {
|
||
"set_block_property": {
|
||
"farm:age": 4,
|
||
"farm:growth": 0
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
现在的已经有了两次成熟的阶段,在第一次成熟的时候不能选择直接打掉农作物,所以需要玩家点击农作物进行第一次收获,仍然需要使用MODSDK监听**ServerBlockUseEvent**事件,当玩家点击第一次成熟的农作物时生成掉落物并将农作物替换到下一生长阶段:
|
||
|
||
```python
|
||
class Main(ServerSystem):
|
||
def __init__(self, namespace, system_name):
|
||
ServerSystem.__init__(self, namespace, system_name)
|
||
self.ListenForEvent(namespace, system_name,
|
||
'ServerBlockUseEvent', self, self.using_item)
|
||
def using_item(self, event):
|
||
# 获取玩家ID
|
||
player_id = event['playerId']
|
||
# 创建玩家的物品接口
|
||
item_comp = serverApi.GetEngineCompFactory().CreateItem(player_id)
|
||
# 获取玩家手持物品信息
|
||
carried_item = item_comp.GetPlayerItem(ItemPosType.CARRIED, 0, True)
|
||
# 获取事件里交互的方块类型
|
||
block_name = event['blockName']
|
||
#获取交互方块的坐标
|
||
x = event['x']
|
||
y = event['y']
|
||
z = event['z']
|
||
#获取交互方块的附加值
|
||
block_aux = event['aux']
|
||
#玉米物品掉落物的信息字典
|
||
corn_item = {
|
||
'newItemName': 'farm:corn_item',
|
||
'count': 1,
|
||
'newAuxValue': 0,
|
||
}
|
||
#香蕉物品掉落物的信息字典
|
||
banana_item = {
|
||
'newItemName': 'farm:banana_item',
|
||
'count': 1,
|
||
'newAuxValue': 0,
|
||
}
|
||
#如果农作物方块的名称为farm:corn(玉米)并且方块的附加值为2(对应farm:age为2的第一次成熟阶段)
|
||
if block_name == "farm:corn" and block_aux == 2:
|
||
#获取并修改对应坐标方块的farm:age
|
||
blockstatecomp = serverApi.GetEngineCompFactory().CreateBlockState(serverApi.GetLevelId())
|
||
state = blockstatecomp.GetBlockStates((x,y,z), 0)
|
||
state['farm:age'] = 3
|
||
blockstatecomp.SetBlockStates((x,y,z), state, 0)
|
||
#在交互方块的坐标位置生成掉落物
|
||
drop_comp = serverApi.GetEngineCompFactory().CreateItem(serverApi.GetLevelId())
|
||
drop_comp.SpawnItemToLevel(corn_item, 0, (x, y, z))
|
||
|
||
#如果农作物方块的名称为farm:banana(香蕉)并且方块的附加值为2(对应farm:age为2的第一次成熟阶段)
|
||
elif block_name == "farm:banana" and block_aux == 2:
|
||
#下方逻辑与上方玉米一致
|
||
blockstatecomp = serverApi.GetEngineCompFactory().CreateBlockState(serverApi.GetLevelId())
|
||
state = blockstatecomp.GetBlockStates((x,y,z), 0)
|
||
state['farm:age'] = 3
|
||
blockstatecomp.SetBlockStates((x,y,z), state, 0)
|
||
|
||
drop_comp = serverApi.GetEngineCompFactory().CreateItem(serverApi.GetLevelId())
|
||
drop_comp.SpawnItemToLevel(banana_item, 0, (x, y, z))
|
||
|
||
```
|
||
|
||
<img src="./images/22.gif" alt="22" style="zoom:115%;" />
|
||
|
||
## 农作物可以被骨粉催熟
|
||
|
||
使用骨粉催熟农作物的功能与上面种植豌豆在篱笆上是差不多的,代码如下:
|
||
|
||
```python
|
||
class Main(ServerSystem):
|
||
|
||
def __init__(self, namespace, system_name):
|
||
ServerSystem.__init__(self, namespace, system_name)
|
||
#时间戳参数
|
||
self.interact_cooldown = {}
|
||
#监听玩家使用物品与方块交互
|
||
self.ListenForEvent(namespace, system_name,'ItemUseOnAfterServerEvent', self, self.using_block)
|
||
|
||
def using_block(self, event):
|
||
#普通农作物列表
|
||
normal_plant_list = ['farm:bambooshoot', 'farm:crown_dasiy', 'farm:eggplant', 'farm:lemon', 'farm:spinach',
|
||
'farm:whiteradish']
|
||
#需收获两次的农作物列表
|
||
double_plant_list = ['farm:banana','farm:corn']
|
||
#事件获取的方块名称
|
||
blockname = event['blockName']
|
||
#事件获取的方块附加值
|
||
blockaux = event['blockAuxValue']
|
||
#事件获取的手持物品信息字典
|
||
itemname = event['itemDict']
|
||
|
||
#如果交互的方块名称在普通农作物列表中并且玩家手持的物品是骨粉,且方块的附加值小于2(小于2是为了避开已经成熟的农作物)
|
||
if blockname in normal_plant_list and itemname['newItemName'] == 'minecraft:bone_meal' and blockaux < 2:
|
||
#执行函数
|
||
self.use_bone_meal(event)
|
||
|
||
#如果交互的方块名称在需收获两次的农作物列表中并且玩家手持的物品是骨粉,且方块的附加值小于4(收获两次的农作物的farm:age比普通农作物多)
|
||
elif blockname in double_plant_list and itemname['newItemName'] == 'minecraft:bone_meal' and blockaux < 4:
|
||
#执行函数
|
||
self.use_bone_meal(event)
|
||
|
||
#如果交互的方块是豌豆并且玩家手持的物品是骨粉,且方块的附加值等于1或2
|
||
elif blockname == "farm:peas" and itemname['newItemName'] == 'minecraft:bone_meal' and (blockaux == 1 or blockaux == 2):
|
||
#执行函数
|
||
self.use_bone_meal(event)
|
||
else:
|
||
pass
|
||
|
||
def use_bone_meal(self, event):
|
||
playerid = event['entityId']
|
||
x = event['x']
|
||
y = event['y']
|
||
z = event['z']
|
||
item_comp = serverApi.GetEngineCompFactory().CreateItem(playerid)
|
||
blockstatecomp = serverApi.GetEngineCompFactory().CreateBlockState(serverApi.GetLevelId())
|
||
|
||
#利用时间戳避免瞬间使用多次骨粉的情况
|
||
#如果玩家id不在这个变量中(说明第一次使用骨粉)
|
||
if playerid not in self.interact_cooldown:
|
||
#给这个变量添加一个参数,键是玩家id,值是当前的时间戳
|
||
self.interact_cooldown[playerid] = time.time()
|
||
#获取手持物品的字典信息
|
||
carried_item = item_comp.GetPlayerItem(ItemPosType.CARRIED, 0, True)
|
||
#给获取到的物品数量减1
|
||
carried_item['count'] -= 1
|
||
#将修改数量后的物品信息设置到玩家手中
|
||
item_comp.SetPlayerAllItems({(ItemPosType.CARRIED, 0): carried_item})
|
||
#获取交互的方块信息
|
||
state = blockstatecomp.GetBlockStates((x, y, z), 0)
|
||
#给获取到的方块的farm:age加1(增加成长阶段)
|
||
state['farm:age'] += 1
|
||
#在坐标设置增加成长阶段后的方块
|
||
blockstatecomp.SetBlockStates((x, y, z), state, 0)
|
||
else:
|
||
#如果这个变量有内容,并且当前时间戳减去变量中的时间戳大于0.5则执行下方逻辑(说明并不是第一次使用骨粉)
|
||
if time.time() - self.interact_cooldown[playerid] > 0.5:
|
||
#执行下方逻辑,与上方第一次使用骨粉的逻辑一样
|
||
carried_item = item_comp.GetPlayerItem(ItemPosType.CARRIED, 0, True)
|
||
carried_item['count'] -= 1
|
||
item_comp.SetPlayerAllItems({(ItemPosType.CARRIED, 0): carried_item})
|
||
state = blockstatecomp.GetBlockStates((x, y, z), 0)
|
||
state['farm:age'] += 1
|
||
blockstatecomp.SetBlockStates((x, y, z), state, 0)
|
||
self.interact_cooldown[playerid] = time.time()
|
||
pass
|
||
|
||
|
||
|
||
```
|
||
|
||

|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|