fix(hemp): trader scope to held stack + chest loot guard + wild scatter bridge
Three mid-session fixes to the hemp progression mechanics: - Trader buyback now operates on the held stack only. Earlier code walked the entire inventory to count and consume hemp items, so right-clicking with a stack of 64 buds while having more in other slots traded everything. Reproduced by user holding 64, ended up losing all stacks. Fixed: count = stack.amount, consume modifies only the selected hotbar slot. Other stacks of the same item stay intact. - Chest loot handler removed the `if (stack) return` guard. It was meant to skip placement events but blocked nearly every legitimate chest open (players almost always hold an item). Now every fresh chest open rolls; per-chest seeded set still prevents repeats. Added a chat ping when seeds drop so players notice. - Added a script-side wild hemp scatter on a 60s tick to bridge the worldgen gap. Bedrock features only fire on FRESH chunk generation, so legacy worlds where players have already explored never see the feature_rule patches. Scatter picks a random online overworld player every minute (40% chance), finds a grass surface within 32 blocks, places 2-4 mature hemp_crop in a small cluster. Runs in parallel with the worldgen feature_rule for new chunks. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -379,32 +379,35 @@ world.beforeEvents.playerInteractWithEntity.subscribe((event) => {
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if (!deal) return;
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if (!deal) return;
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event.cancel = true; // suppress the vanilla trade window for this interaction
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event.cancel = true; // suppress the vanilla trade window for this interaction
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const player = event.player;
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const player = event.player;
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const held = stack.amount;
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system.run(() => {
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system.run(() => {
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// Count what the player has of this item across the inventory
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if (held < deal.perTrade) {
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const inv = getInv(player);
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player.sendMessage(`§7[Trader] §fBring me at least §a${deal.perTrade}§f of those and I'll pay in emeralds.`);
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if (!inv) return;
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let have = 0;
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for (let i = 0; i < inv.size; i++) {
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const it = inv.getItem(i);
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if (it && it.typeId === stack.typeId) have += it.amount;
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}
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if (have < deal.perTrade) {
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player.sendMessage(`§7[Trader] Brings me at least §f${deal.perTrade}§7 of those and I'll pay you in emeralds.`);
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return;
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return;
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}
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}
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const trades = Math.floor(have / deal.perTrade);
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const inv = getInv(player);
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let consumed = 0;
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if (!inv) return;
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for (let n = 0; n < trades * deal.perTrade; n++) {
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// Trade scope is the held stack only — never walk the rest of the inventory
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if (!consumeOneOfType(player, stack.typeId)) break;
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const sel = player.selectedSlotIndex;
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consumed++;
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const cur = inv.getItem(sel);
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if (!cur || cur.typeId !== stack.typeId) {
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// Player swapped item out between the click and this run() — abort safely
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return;
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}
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}
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const actualTrades = Math.floor(consumed / deal.perTrade);
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const trades = Math.floor(held / deal.perTrade);
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if (actualTrades <= 0) return;
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const consumed = trades * deal.perTrade;
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giveItem(player, "minecraft:emerald", actualTrades * deal.emeralds);
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const remaining = held - consumed;
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if (remaining > 0) {
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cur.amount = remaining;
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inv.setItem(sel, cur);
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} else {
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inv.setItem(sel, undefined);
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}
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giveItem(player, "minecraft:emerald", trades * deal.emeralds);
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const loc = target.location;
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const loc = target.location;
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try { target.dimension.runCommand(`particle minecraft:villager_happy ${loc.x} ${loc.y + 1.5} ${loc.z}`); } catch (_) {}
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try { target.dimension.runCommand(`particle minecraft:villager_happy ${loc.x} ${loc.y + 1.5} ${loc.z}`); } catch (_) {}
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try { target.dimension.runCommand(`playsound mob.villager.yes @a ${loc.x} ${loc.y} ${loc.z} 0.8 1.1`); } catch (_) {}
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try { target.dimension.runCommand(`playsound mob.villager.yes @a ${loc.x} ${loc.y} ${loc.z} 0.8 1.1`); } catch (_) {}
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player.sendMessage(`§a[Trader] §fTraded §e${actualTrades * deal.perTrade}§f for §a${actualTrades * deal.emeralds} emerald${actualTrades * deal.emeralds === 1 ? "" : "s"}§f.`);
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player.sendMessage(`§a[Trader] §fTraded §e${consumed}§f for §a${trades * deal.emeralds} emerald${trades * deal.emeralds === 1 ? "" : "s"}§f.`);
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});
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});
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});
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});
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@@ -715,9 +718,9 @@ function saveSeededChests(set) {
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world.afterEvents.playerInteractWithBlock.subscribe((event) => {
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world.afterEvents.playerInteractWithBlock.subscribe((event) => {
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const block = event.block;
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const block = event.block;
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if (!block || !CHEST_TYPES.has(block.typeId)) return;
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if (!block || !CHEST_TYPES.has(block.typeId)) return;
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// Only on the open hand (not while holding an item, to avoid placing-into events firing twice)
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// Run on every chest interaction; the per-chest seeded set prevents repeats.
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const stack = event.itemStack;
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// Earlier `if (stack) return` was over-aggressive — players almost always
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if (stack) return;
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// hold an item when opening chests, so it suppressed nearly all opens.
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const key = chestKey(block);
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const key = chestKey(block);
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const seeded = loadSeededChests();
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const seeded = loadSeededChests();
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if (seeded.has(key)) return;
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if (seeded.has(key)) return;
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@@ -734,9 +737,76 @@ world.afterEvents.playerInteractWithBlock.subscribe((event) => {
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const slot = empties[rand(empties.length)];
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const slot = empties[rand(empties.length)];
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const count = 1 + rand(3); // 1-3 seeds
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const count = 1 + rand(3); // 1-3 seeds
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try { inv.setItem(slot, new ItemStack(SEEDS, count)); } catch (_) {}
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try { inv.setItem(slot, new ItemStack(SEEDS, count)); } catch (_) {}
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// No chat ping — let the player discover the seeds organically.
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try { event.player.sendMessage("§a[Hemp] §7You spot some §dhemp seeds§7 tucked inside the chest."); } catch (_) {}
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});
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});
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// --- Wild hemp scatter: bridge until worldgen patches show up ---
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// Bedrock features only fire on FRESH chunk generation. Pre-existing
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// chunks (where the player has already been) won't have patches even
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// after we ship the feature_rule. This periodic scatter seeds mature
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// hemp_crop on suitable grass blocks in the player's vicinity so the
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// mechanic is discoverable in legacy worlds. Cap one patch per minute
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// per player to avoid flooding.
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const SCATTER_INTERVAL_TICKS = 1200; // 60 s
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const SCATTER_CHANCE_PER_TICK = 0.4; // 40% per minute → ~1 patch every 2.5 min
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const SCATTER_RADIUS = 32;
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const SCATTER_PATCH_SIZE = [2, 4]; // 2-4 plants per patch
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function tryScatterHempNearPlayer(player) {
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const dim = player.dimension;
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if (dim.id !== "minecraft:overworld") return;
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const px = Math.floor(player.location.x);
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const py = Math.floor(player.location.y);
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const pz = Math.floor(player.location.z);
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// Sample up to 12 candidate locations; pick the first viable grass block
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for (let attempt = 0; attempt < 12; attempt++) {
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const dx = rand(SCATTER_RADIUS * 2 + 1) - SCATTER_RADIUS;
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const dz = rand(SCATTER_RADIUS * 2 + 1) - SCATTER_RADIUS;
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// Search vertically: top-down within ±6 of player y for the surface
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let surface = null;
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for (let dy = 6; dy >= -6; dy--) {
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let b;
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try { b = dim.getBlock({ x: px + dx, y: py + dy, z: pz + dz }); } catch (_) { continue; }
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if (!b) continue;
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if (b.typeId === "minecraft:grass_block") {
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// Check above is air (and skylit-ish — not a cave with grass_path glitches)
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let above;
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try { above = dim.getBlock({ x: px + dx, y: py + dy + 1, z: pz + dz }); } catch (_) { continue; }
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if (above && above.isAir) { surface = { x: px + dx, y: py + dy + 1, z: pz + dz }; break; }
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}
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}
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if (!surface) continue;
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// Place 2-4 mature hemp_crop in a small cluster around surface
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const count = SCATTER_PATCH_SIZE[0] + rand(SCATTER_PATCH_SIZE[1] - SCATTER_PATCH_SIZE[0] + 1);
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let placed = 0;
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for (let i = 0; i < count * 3 && placed < count; i++) {
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const ox = rand(5) - 2;
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const oz = rand(5) - 2;
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const tx = surface.x + ox, ty = surface.y, tz = surface.z + oz;
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let target, ground;
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try {
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target = dim.getBlock({ x: tx, y: ty, z: tz });
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ground = dim.getBlock({ x: tx, y: ty - 1, z: tz });
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} catch (_) { continue; }
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if (!target || !ground) continue;
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if (!target.isAir) continue;
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if (ground.typeId !== "minecraft:grass_block" && ground.typeId !== "minecraft:dirt") continue;
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try {
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const perm = BlockPermutation.resolve(CROP, { [AGE]: 4, [TOP]: false });
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target.setPermutation(perm);
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placed++;
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} catch (_) {}
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}
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return; // one patch per tick
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}
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}
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system.runInterval(() => {
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const players = world.getAllPlayers();
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if (players.length === 0) return;
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const player = players[rand(players.length)];
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if (!chance(SCATTER_CHANCE_PER_TICK)) return;
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tryScatterHempNearPlayer(player);
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}, SCATTER_INTERVAL_TICKS);
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system.run(() => {
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system.run(() => {
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world.sendMessage("§a[Hemp] §7Hemp pack loaded.");
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world.sendMessage("§a[Hemp] §7Hemp pack loaded.");
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});
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});
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