Files
minecraft-aiworld/lobby-addon/lobby_transfer_BP/scripts/main.js
SysAdmin 3e08a59972
All checks were successful
Deploy Addons / deploy (push) Successful in 14s
feat: A-frame tent + portal walk-through field + texture polish
- camping: replace cube tent with A-frame slope panels (tent_panel_l/r) +
  cardinal_direction permutations; vote-skip sleep that mixes
  player.isSleeping bed sleepers with tent occupants and respects the
  playersSleepingPercentage gamerule; new weathered-canvas texture.
- lobby: walk-through silverlabs:portal_field block (no collision,
  translucent swirl, cross-plane geo) auto-placed above each portal frame;
  invisible silverlabs:portal_label entity floats above each portal with
  the destination world name; transfer detection now scans down through
  the field to find the destination frame.
- postal: regenerate post_office and mailbox block textures so they fill
  the full block face (brick + POST plaque, full red panel with slot/latch
  /flag/rivets) instead of small sprites floating on transparent.
- dynamite + tow-boat: ship the addons (volumes wired into all four
  worlds; enabled_packs registers them into Mya's world).
- art: build-textures.py extended; build-art-catalog.py added to project.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 23:17:31 +01:00

197 lines
7.4 KiB
JavaScript

import { world, system } from "@minecraft/server";
import { transferPlayer } from "@minecraft/server-admin";
// Portal frame block → transfer target mapping. The frame is the floor block;
// the walk-through field column above it inherits the destination by looking down.
const PORTAL_BLOCKS = {
"silverlabs:portal_jamie": { name: "Jamie's World", host: "10.0.0.247", port: 19133, color: "§a" },
"silverlabs:portal_lyla": { name: "Lyla's World", host: "10.0.0.247", port: 19134, color: "§d" },
"silverlabs:portal_mya": { name: "Mya's World", host: "10.0.0.247", port: 19135, color: "§b" },
};
const PORTAL_FIELD_BLOCK = "silverlabs:portal_field";
const PORTAL_LABEL_ENTITY = "silverlabs:portal_label";
// Coordinate-based portal zones (fallback detection + auto-spawn anchors).
// `frame_y` is the floor block where the destination frame sits; the field
// blocks are placed at frame_y+1 and frame_y+2 (2-tall walk-through column),
// and the floating label entity sits at frame_y+3.5.
const PORTAL_ZONES = [
{ name: "Jamie's World", x: 436, y: 66, z: -296, frame_y: 66, host: "10.0.0.247", port: 19133, color: "§a" },
{ name: "Lyla's World", x: 462, y: 65, z: -322, frame_y: 65, host: "10.0.0.247", port: 19134, color: "§d" },
{ name: "Lyla's World", x: 474, y: 65, z: -281, frame_y: 65, host: "10.0.0.247", port: 19134, color: "§d", label_suffix: " (Super Kitties)" },
{ name: "Mya's World", x: 488, y: 66, z: -296, frame_y: 66, host: "10.0.0.247", port: 19135, color: "§b" },
];
const PORTAL_RADIUS_X = 2.5;
const PORTAL_RADIUS_Z = 2.0;
const PORTAL_RADIUS_Y = 2.0;
const COOLDOWN_TICKS = 100; // 5 seconds cooldown
const SPAWN_PROTECTION_TICKS = 200; // 10 seconds — ignore portal detection after spawn
// Track cooldowns per player
const cooldowns = new Map();
// Track when players spawned (to prevent transfer loop on arrival)
const spawnTicks = new Map();
world.afterEvents.playerSpawn.subscribe((event) => {
spawnTicks.set(event.player.id, system.currentTick);
});
/**
* Check if player is standing on/in a custom portal block (priority method).
* Returns the portal config or null.
*/
function checkBlockPortal(player) {
const pos = player.location;
const dimension = player.dimension;
const fx = Math.floor(pos.x);
const fy = Math.floor(pos.y);
const fz = Math.floor(pos.z);
const blockAtFeet = dimension.getBlock({ x: fx, y: fy, z: fz });
const blockHead = dimension.getBlock({ x: fx, y: fy + 1, z: fz });
const blockBelow = dimension.getBlock({ x: fx, y: fy - 1, z: fz });
// Walk-through portal field: scan downward for the destination frame block.
for (const b of [blockAtFeet, blockHead]) {
if (b?.typeId === PORTAL_FIELD_BLOCK) {
for (let dy = 1; dy <= 4; dy++) {
const probe = dimension.getBlock({ x: fx, y: fy - dy, z: fz });
const dest = probe && PORTAL_BLOCKS[probe.typeId];
if (dest) return dest;
}
}
}
// Legacy: standing on a frame block directly.
return PORTAL_BLOCKS[blockAtFeet?.typeId] || PORTAL_BLOCKS[blockBelow?.typeId] || null;
}
/**
* Check if player is within a coordinate-based portal zone (fallback method).
* Returns the portal config or null.
*/
function checkZonePortal(player) {
const pos = player.location;
for (const portal of PORTAL_ZONES) {
const dx = Math.abs(pos.x - portal.x);
const dy = Math.abs(pos.y - portal.y);
const dz = Math.abs(pos.z - portal.z);
if (dx < PORTAL_RADIUS_X && dy < PORTAL_RADIUS_Y && dz < PORTAL_RADIUS_Z) {
return portal;
}
}
return null;
}
system.runInterval(() => {
for (const player of world.getAllPlayers()) {
const playerId = player.id;
// Check cooldown
const lastTransfer = cooldowns.get(playerId) || 0;
if (system.currentTick - lastTransfer < COOLDOWN_TICKS) continue;
// Skip if player just spawned (prevents loop when arriving from child world)
const spawnedAt = spawnTicks.get(playerId) || 0;
if (system.currentTick - spawnedAt < SPAWN_PROTECTION_TICKS) continue;
// Hybrid detection: custom block first, then coordinate fallback
const portal = checkBlockPortal(player) || checkZonePortal(player);
if (!portal) continue;
cooldowns.set(playerId, system.currentTick);
// Show title notification
player.runCommand(`titleraw @s title {"rawtext":[{"text":"${portal.color}${portal.name}"}]}`);
player.runCommand(`titleraw @s subtitle {"rawtext":[{"text":"§7Transferring..."}]}`);
player.sendMessage(`§6Transferring to ${portal.name}...`);
// Teleport player away from portal before transfer so their saved position
// is NOT on the portal (prevents re-transfer loop when they return to lobby)
const safePos = player.location;
safePos.z += 4; // Move 4 blocks away from portals (portals are at z=-24)
player.teleport(safePos);
// Wait 5 ticks for position to save, then transfer.
// transferPlayer from @minecraft/server-admin beta API — requires gametest experiment + permissions.json allows server-admin.
system.runTimeout(() => {
try {
transferPlayer(player, { hostname: portal.host, port: portal.port });
} catch (e) {
player.sendMessage(`§cTransfer failed: ${e.message}`);
}
}, 5);
}
}, 10); // Check every half second
// Clean up tracking when players leave
world.afterEvents.playerLeave.subscribe((event) => {
cooldowns.delete(event.playerId);
spawnTicks.delete(event.playerId);
});
// ─── Walk-through portal fields + floating destination labels ──
// For each known portal zone, place a 2-block-tall column of `portal_field`
// blocks (no collision, translucent, light-emitting) directly above the frame
// block, and summon an invisible `portal_label` entity above with the
// destination world's name visible as a floating tag.
function ensurePortalField(overworld, x, fy, z) {
for (const dy of [1, 2]) {
try {
const b = overworld.getBlock({ x, y: fy + dy, z });
if (!b) continue;
if (b.typeId !== PORTAL_FIELD_BLOCK) {
overworld.runCommand(`setblock ${x} ${fy + dy} ${z} ${PORTAL_FIELD_BLOCK}`);
}
} catch (_) { /* chunks may be unloaded; retried next boot */ }
}
}
function ensurePortalLabel(overworld, zone) {
const labelY = zone.frame_y + 3.5;
// Check if a label already exists nearby; replace its tag if outdated.
let existing = null;
try {
const matches = overworld.getEntities({
type: PORTAL_LABEL_ENTITY,
location: { x: zone.x + 0.5, y: labelY, z: zone.z + 0.5 },
maxDistance: 1.5,
});
existing = matches[0] || null;
} catch (_) {}
const tag = `${zone.color}${zone.name}${zone.label_suffix || ""}`;
if (existing) {
try { existing.nameTag = tag; } catch (_) {}
return;
}
try {
const entity = overworld.spawnEntity(
PORTAL_LABEL_ENTITY,
{ x: zone.x + 0.5, y: labelY, z: zone.z + 0.5 }
);
if (entity) {
try { entity.nameTag = tag; } catch (_) {}
}
} catch (_) { /* chunks may be unloaded */ }
}
function placePortalDressing() {
const overworld = world.getDimension("overworld");
for (const zone of PORTAL_ZONES) {
if (zone.frame_y === undefined) continue;
ensurePortalField(overworld, zone.x, zone.frame_y, zone.z);
ensurePortalLabel(overworld, zone);
}
}
// Initial place + periodic re-ensure (handles chunk loading after first attempt).
system.runTimeout(() => placePortalDressing(), 40);
system.runInterval(() => placePortalDressing(), 600); // every 30s
system.run(() => {
world.sendMessage("§6[Hub] §7Portal transfer system loaded!");
});