修改方块生成范围集中的问题
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@@ -4,7 +4,7 @@ plugins {
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}
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group = 'com.playerblocklife'
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version = '2.0.0-1.20.4'
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version = '2.0.1-1.20.4'
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sourceCompatibility = 17
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targetCompatibility = 17
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@@ -5,5 +5,5 @@ org.gradle.caching=true
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org.gradle.daemon=true
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# ????
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pluginVersion=2.0.0-1.20.4
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pluginVersion=2.0.1-1.20.4
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mcVersion=1.20.4
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@@ -157,6 +157,10 @@ public class ConfigManager {
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return getConfig().getInt("blocks.spread", 5);
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}
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public int getMinDistance() {
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return getConfig().getInt("blocks.min-distance", 10);
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}
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public int getDepth() {
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return getConfig().getInt("blocks.depth", -1);
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}
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@@ -185,6 +189,10 @@ public class ConfigManager {
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return getConfig().getString("skin.source", "player_profile");
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}
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public boolean useSkinsRestorer() {
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return getConfig().getBoolean("skin.use-skinsrestorer", false);
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}
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public int getCacheExpireDays() {
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return getConfig().getInt("skin.cache.expire_days", 7);
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}
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@@ -92,24 +92,28 @@ public class PlayerBlockManager {
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}
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/**
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* 寻找地表位置(上方无方块覆盖)
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* 寻找地表位置(放宽条件,只要是露天地面就可以)
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*/
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private Location findSurfaceLocation(Location center, int spreadRange, boolean requireOpenSky) {
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for (int i = 0; i < 10; i++) {
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for (int i = 0; i < 20; i++) { // 增加尝试次数
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int x = random.nextInt(spreadRange * 2 + 1) - spreadRange;
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int z = random.nextInt(spreadRange * 2 + 1) - spreadRange;
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// 从中心点上方开始向下寻找地表
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Location testLoc = center.clone().add(x, 10, z);
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// 以玩家坐标为中心,但高度从世界最高点开始寻找
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Location testLoc = center.clone().add(x, 0, z);
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World world = testLoc.getWorld();
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if (world == null) continue;
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// 向下寻找第一个非空气方块
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// 从世界最高点向下寻找第一个固体方块
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int maxHeight = world.getMaxHeight();
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Block groundBlock = null;
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for (int y = 10; y > world.getMinHeight(); y--) {
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for (int y = maxHeight; y > world.getMinHeight(); y--) {
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testLoc.setY(y);
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Block block = testLoc.getBlock();
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if (!block.getType().isAir()) {
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Material type = block.getType();
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// 检查是否是固体方块(可以作为支撑)
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if (type.isSolid() && type.isBlock() && !type.isTransparent()) {
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groundBlock = block;
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break;
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}
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@@ -117,24 +121,23 @@ public class PlayerBlockManager {
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if (groundBlock == null) continue;
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// 检查地表方块上方位置
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// 地表位置 = 固体方块上方一格
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Location surfaceLoc = groundBlock.getLocation().add(0, 1, 0);
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Block surfaceBlock = surfaceLoc.getBlock();
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// 检查是否已有方块
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if (blockOwners.containsKey(surfaceLoc)) {
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continue;
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}
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// 检查地表方块是否合适
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if (!isSuitableLocation(surfaceLoc)) {
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// 检查位置是否合适(放宽条件)
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if (!isSuitableLocationRelaxed(surfaceLoc)) {
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continue;
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}
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// 如果需要上方无方块覆盖,检查上方
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// 如果需要上方无方块覆盖,检查上方3格
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if (requireOpenSky) {
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boolean hasCover = false;
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for (int y = 1; y <= 5; y++) {
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for (int y = 1; y <= 3; y++) {
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Block aboveBlock = surfaceLoc.clone().add(0, y, 0).getBlock();
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if (!aboveBlock.getType().isAir()) {
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hasCover = true;
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@@ -234,6 +237,43 @@ public class PlayerBlockManager {
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return true;
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}
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/**
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* 放宽条件的检查方法(用于新的生成逻辑)
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*/
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private boolean isSuitableLocationRelaxed(Location location) {
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Block block = location.getBlock();
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// 检查是否已有方块
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if (blockOwners.containsKey(location)) {
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return false;
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}
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// 检查方块是否可替换(放宽条件)
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Material type = block.getType();
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if (!type.isAir()) {
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// 固体方块不能替换
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if (type.isSolid()) {
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return false;
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}
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// 液体方块不能替换
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if (type == Material.WATER || type == Material.LAVA) {
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return false;
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}
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}
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// 检查下方是否有支撑方块(放宽条件)
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Block below = location.clone().add(0, -1, 0).getBlock();
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Material belowType = below.getType();
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// 只要下方不是空气或液体就可以
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if (belowType.isAir() || belowType == Material.WATER || belowType == Material.LAVA) {
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return false;
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}
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return true;
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}
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/**
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* 放置玩家头颅方块
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*/
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@@ -137,8 +137,9 @@ public class PlayerJoinListener implements Listener {
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String onFailure = config.getOnFailureAction();
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if (onFailure.equals("notify")) {
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String notifyMsg = plugin.getMessageManager().getMessage("game.errors.cannot_generate_blocks",
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"&c无法生成生命方块:找不到合适的位置");
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notifyMsg = notifyMsg.replace("&", "§");
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"&c无法生成生命方块:{reason}");
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notifyMsg = notifyMsg.replace("{reason}", "找不到合适的位置(尝试了20次)")
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.replace("&", "§");
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player.sendMessage(notifyMsg);
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player.sendMessage("§7请手动使用 §e/setlifeblocks §7命令生成方块");
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} else if (onFailure.equals("teleport_to_spawn")) {
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@@ -60,7 +60,17 @@ public class SkinManager {
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try {
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plugin.logInfo("开始加载皮肤: " + player.getName());
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String skinBase64 = getSkinFromPlayerProfile(player);
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String skinBase64 = null;
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// 检查是否使用SkinsRestorer插件
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if (plugin.getConfigManager().useSkinsRestorer()) {
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skinBase64 = getSkinFromSkinsRestorer(player);
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}
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// 如果SkinsRestorer未启用或获取失败,使用PlayerProfile
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if (skinBase64 == null) {
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skinBase64 = getSkinFromPlayerProfile(player);
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}
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if (skinBase64 == null) {
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skinBase64 = getDefaultSteveSkin();
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@@ -87,6 +97,41 @@ public class SkinManager {
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});
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}
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private String getSkinFromSkinsRestorer(Player player) {
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try {
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// 检查SkinsRestorer插件是否存在
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if (Bukkit.getPluginManager().getPlugin("SkinsRestorer") == null) {
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plugin.logInfo("SkinsRestorer插件未安装,跳过从SkinsRestorer获取皮肤");
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return null;
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}
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plugin.logInfo("尝试从SkinsRestorer获取皮肤: " + player.getName());
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// 使用反射调用SkinsRestorer API
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Class<?> skinsRestorerClass = Class.forName("net.skinsrestorer.api.SkinsRestorerAPI");
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Object skinsRestorerAPI = skinsRestorerClass.getMethod("getApi").invoke(null);
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// 获取玩家皮肤数据
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Class<?> skinDataClass = Class.forName("net.skinsrestorer.api.property.SkinProperty");
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Object skinProperty = skinsRestorerAPI.getClass().getMethod("getSkinData", String.class)
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.invoke(skinsRestorerAPI, player.getName());
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if (skinProperty != null) {
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String value = (String) skinProperty.getClass().getMethod("getValue").invoke(skinProperty);
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String signature = (String) skinProperty.getClass().getMethod("getSignature").invoke(skinProperty);
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plugin.logInfo("成功从SkinsRestorer获取皮肤: " + player.getName());
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return player.getUniqueId().toString();
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}
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} catch (ClassNotFoundException e) {
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plugin.logWarning("SkinsRestorer API类未找到,插件可能未安装: " + e.getMessage());
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} catch (Exception e) {
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plugin.logWarning("从SkinsRestorer获取皮肤失败: " + e.getMessage());
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}
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return null;
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}
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private String getSkinFromPlayerProfile(Player player) {
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try {
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PlayerProfile profile = player.getPlayerProfile();
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@@ -7,6 +7,8 @@ blocks:
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amount: 5
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# 方块生成范围(以玩家为中心的正方形边长的一半)
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spread: 5
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# 方块生成最小范围(方块之间最小距离,单位:格)
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min-distance: 10
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# 方块埋藏深度(0为地面,负数为地下)
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depth: -1
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# 方块材质类型
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@@ -41,8 +43,10 @@ game:
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skin:
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# 是否启用皮肤系统
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enabled: true
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# 皮肤来源 (player_profile, local_cache)
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# 皮肤来源 (player_profile, local_cache, skinsrestorer)
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source: player_profile
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# 是否使用SkinsRestorer插件皮肤(如果服务器有此插件)
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use-skinsrestorer: false
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# 缓存设置
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cache:
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@@ -1,5 +1,5 @@
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name: PlayerBlockLife
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version: 2.0.0-1.20.4
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version: 2.0.1-1.20.4
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main: com.playerblocklife.PlayerBlockLife
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api-version: 1.20
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author: xiaobai
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