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minecraft-aiworld/camping-supplies-addon/camping_supplies_BP/scripts/main.js
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fix(camping): tent clearance + real hammock lie-in behavior
Three fixes for feedback from live testing:

1) Tent pitch check required 3 blocks of air above the footprint but
   the tent is only 2 blocks tall. Relaxed clearance to match the
   actual structure height (h <= 1).

2) Hammock block had a 4px-tall collision box which pushed the player
   on TOP of the cloth. Reduced collision to 1px so the player stands
   inside the hammock cell. Selection box stays at 4px for easy click.

3) Climbing in now actually locks the player: applies slowness 255,
   weakness, mining_fatigue for the duration, saves the anchor point
   in a dynamic property, and the upkeep loop re-teleports them if
   they drift off. Sneak-exit nudges them ~1.2 blocks forward of the
   cradle so they don't immediately re-enter.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-24 14:51:50 +01:00

493 lines
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JavaScript
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import { world, system, ItemStack } from "@minecraft/server";
// ─── Constants ──────────────────────────────────────────────
const TENT_ITEM = "silverlabs:tent";
const HAMMOCK_ITEM = "silverlabs:hammock";
const TENT_BLOCK = "silverlabs:tent_canvas";
const HAMMOCK_BLOCK = "silverlabs:hammock_cloth";
const STATE_PROP = "camping_state_v1";
const HAMMOCK_TAG = "camping_hammock";
// ─── State ──────────────────────────────────────────────────
// tents: key = "ox,oy,oz,dim" -> { ownerId, ownerName, cells: [[x,y,z]...] }
// hammocks: key = "ax,ay,az->bx,by,bz,dim" -> { ownerId, ownerName, anchorA, anchorB, cells }
let state = { tents: {}, hammocks: {} };
function loadState() {
try {
const raw = world.getDynamicProperty(STATE_PROP);
if (raw && typeof raw === "string") {
const parsed = JSON.parse(raw);
state = {
tents: parsed.tents || {},
hammocks: parsed.hammocks || {},
};
}
} catch (e) {
world.sendMessage(`§c[Camping] state load failed: ${e.message}`);
}
}
function saveState() {
try {
world.setDynamicProperty(STATE_PROP, JSON.stringify(state));
} catch (e) {
world.sendMessage(`§c[Camping] state save failed: ${e.message}`);
}
}
function keyOf(x, y, z, dimId) {
return `${x},${y},${z},${dimId}`;
}
// ─── Orientation helpers ────────────────────────────────────
function cardinalFacing(yaw) {
let y = yaw;
while (y > 180) y -= 360;
while (y < -180) y += 360;
if (y >= -45 && y < 45) return "south";
if (y >= 45 && y < 135) return "west";
if (y >= -135 && y < -45) return "east";
return "north";
}
function vecsForFacing(facing) {
switch (facing) {
case "north": return { fx: 0, fz: -1, rx: 1, rz: 0 };
case "south": return { fx: 0, fz: 1, rx: -1, rz: 0 };
case "east": return { fx: 1, fz: 0, rx: 0, rz: -1 };
case "west": return { fx: -1, fz: 0, rx: 0, rz: 1 };
}
return { fx: 0, fz: 1, rx: -1, rz: 0 };
}
// ─── Inventory helpers ──────────────────────────────────────
function consumeOneOfType(player, typeId) {
const inv = player.getComponent("inventory")?.container;
if (!inv) return false;
const slot = player.selectedSlotIndex;
const item = inv.getItem(slot);
if (item && item.typeId === typeId) {
if (item.amount > 1) {
item.amount -= 1;
inv.setItem(slot, item);
} else {
inv.setItem(slot, undefined);
}
return true;
}
for (let i = 0; i < inv.size; i++) {
const it = inv.getItem(i);
if (it && it.typeId === typeId) {
if (it.amount > 1) {
it.amount -= 1;
inv.setItem(i, it);
} else {
inv.setItem(i, undefined);
}
return true;
}
}
return false;
}
// ─── Tent placement (2×3 footprint, ridge-tunnel shape) ─────
function tryPlaceTent(player) {
const dim = player.dimension;
const facing = cardinalFacing(player.getRotation().y);
const { fx, fz, rx, rz } = vecsForFacing(facing);
const feet = {
x: Math.floor(player.location.x),
y: Math.floor(player.location.y),
z: Math.floor(player.location.z),
};
const ox = feet.x + fx;
const oy = feet.y;
const oz = feet.z + fz;
const groundCells = [];
const clearCells = [];
for (let l = 0; l < 3; l++) {
for (let w = 0; w < 2; w++) {
const cx = ox + l * fx + w * rx;
const cz = oz + l * fz + w * rz;
groundCells.push({ x: cx, y: oy - 1, z: cz });
for (let h = 0; h <= 1; h++) clearCells.push({ x: cx, y: oy + h, z: cz });
}
}
for (const g of groundCells) {
const b = dim.getBlock(g);
if (!b || !b.isSolid) {
player.sendMessage("§c[Camping] §7Need a flat 2×3 patch of solid ground in front of you.");
return false;
}
}
for (const c of clearCells) {
const b = dim.getBlock(c);
if (!b) {
player.sendMessage("§c[Camping] §7Can't reach that area (chunk unloaded).");
return false;
}
if (!b.isAir && !b.isLiquid) {
player.sendMessage("§c[Camping] §7The space above the tent footprint isn't clear.");
return false;
}
}
const canvasCells = [];
for (let w = 0; w < 2; w++) {
// Back wall at l=0 (Y=0 and Y=1)
canvasCells.push({ x: ox + w * rx, y: oy + 0, z: oz + w * rz });
canvasCells.push({ x: ox + w * rx, y: oy + 1, z: oz + w * rz });
// Roof at l=1 and l=2 (Y=1)
canvasCells.push({ x: ox + 1 * fx + w * rx, y: oy + 1, z: oz + 1 * fz + w * rz });
canvasCells.push({ x: ox + 2 * fx + w * rx, y: oy + 1, z: oz + 2 * fz + w * rz });
}
for (const c of canvasCells) {
try {
dim.runCommand(`setblock ${c.x} ${c.y} ${c.z} ${TENT_BLOCK}`);
} catch (_) {}
}
const key = keyOf(ox, oy, oz, dim.id);
state.tents[key] = {
ownerId: player.id,
ownerName: player.name,
cells: canvasCells.map((c) => [c.x, c.y, c.z]),
};
saveState();
return true;
}
// ─── Hammock placement ──────────────────────────────────────
function isPostBlock(block) {
if (!block) return false;
const id = block.typeId;
return (
id.endsWith("_fence") ||
id.endsWith("_log") ||
id.endsWith("_wood") ||
id.includes("stripped_") ||
id.endsWith("_wall")
);
}
function findPartnerPost(dim, anchor) {
const candidates = [];
for (let dx = -6; dx <= 6; dx++) {
for (let dz = -6; dz <= 6; dz++) {
if (dx === 0 && dz === 0) continue;
const aligned = dx === 0 || dz === 0 || Math.abs(dx) === Math.abs(dz);
if (!aligned) continue;
const dist = Math.max(Math.abs(dx), Math.abs(dz));
if (dist < 3 || dist > 6) continue;
for (let dy = -1; dy <= 1; dy++) {
const pos = { x: anchor.x + dx, y: anchor.y + dy, z: anchor.z + dz };
let blk;
try { blk = dim.getBlock(pos); } catch (_) { continue; }
if (!blk || !isPostBlock(blk)) continue;
candidates.push({ pos, dist, dy });
}
}
}
if (candidates.length === 0) return null;
candidates.sort((a, b) => (Math.abs(a.dy) - Math.abs(b.dy)) || (a.dist - b.dist));
return candidates[0].pos;
}
function computeHammockCells(a, b) {
const dx = b.x - a.x;
const dy = b.y - a.y;
const dz = b.z - a.z;
const steps = Math.max(Math.abs(dx), Math.abs(dz));
const cells = [];
for (let t = 1; t < steps; t++) {
const cx = a.x + Math.round((dx * t) / steps);
const cz = a.z + Math.round((dz * t) / steps);
let cy = a.y + Math.round((dy * t) / steps);
const rel = t / steps;
if (steps >= 4 && rel > 0.25 && rel < 0.75) cy -= 1;
cells.push({ x: cx, y: cy, z: cz });
}
return cells;
}
function tryPlaceHammock(player, anchorBlock) {
const dim = player.dimension;
const a = {
x: anchorBlock.location.x,
y: anchorBlock.location.y,
z: anchorBlock.location.z,
};
const b = findPartnerPost(dim, a);
if (!b) {
player.sendMessage("§c[Camping] §7Need a second post 36 blocks away (straight line or diagonal, ±1 block in height).");
return false;
}
const cells = computeHammockCells(a, b);
for (const c of cells) {
let blk;
try { blk = dim.getBlock(c); } catch (_) { return false; }
if (!blk || (!blk.isAir && !blk.isLiquid)) {
player.sendMessage("§c[Camping] §7The space between the posts isn't clear.");
return false;
}
}
for (const c of cells) {
try { dim.runCommand(`setblock ${c.x} ${c.y} ${c.z} ${HAMMOCK_BLOCK}`); } catch (_) {}
}
const key = `${a.x},${a.y},${a.z}->${b.x},${b.y},${b.z},${dim.id}`;
state.hammocks[key] = {
ownerId: player.id,
ownerName: player.name,
anchorA: [a.x, a.y, a.z],
anchorB: [b.x, b.y, b.z],
cells: cells.map((c) => [c.x, c.y, c.z]),
};
saveState();
return true;
}
// ─── Item use handler ───────────────────────────────────────
world.afterEvents.itemUse.subscribe((event) => {
const player = event.source;
const stack = event.itemStack;
if (!stack || !player) return;
if (stack.typeId === TENT_ITEM) {
system.run(() => {
if (tryPlaceTent(player)) {
consumeOneOfType(player, TENT_ITEM);
player.sendMessage("§a[Camping] §7Tent pitched. Right-click the canvas to rest until dawn.");
}
});
} else if (stack.typeId === HAMMOCK_ITEM) {
system.run(() => {
const looking = player.getBlockFromViewDirection({ maxDistance: 6 });
const block = looking?.block;
if (!block || !isPostBlock(block)) {
player.sendMessage("§c[Camping] §7Aim at a fence, log, or wooden post to anchor the hammock.");
return;
}
if (tryPlaceHammock(player, block)) {
consumeOneOfType(player, HAMMOCK_ITEM);
player.sendMessage("§a[Camping] §7Hammock strung. Right-click the cloth to climb in.");
}
});
}
});
// ─── Interact: tent rest + hammock toggle ───────────────────
try {
world.beforeEvents.playerInteractWithBlock.subscribe((event) => {
const block = event.block;
if (!block) return;
if (block.typeId === TENT_BLOCK) {
event.cancel = true;
const player = event.player;
system.run(() => sleepInTent(player));
} else if (block.typeId === HAMMOCK_BLOCK) {
event.cancel = true;
const player = event.player;
const loc = block.location;
system.run(() => toggleHammock(player, loc));
}
});
} catch (e) {
console.warn(`[Camping] playerInteractWithBlock unavailable: ${e}`);
}
function sleepInTent(player) {
const tod = world.getTimeOfDay();
if (tod < 12500 && tod > 500) {
player.sendMessage("§e[Camping] §7It's still daylight — nothing to sleep off.");
return;
}
player.addEffect("regeneration", 200, { amplifier: 1, showParticles: false });
player.addEffect("saturation", 40, { amplifier: 0, showParticles: false });
world.setTimeOfDay(0);
player.sendMessage("§a[Camping] §7You rest until dawn. §8Spawn point unchanged.");
}
const HAMMOCK_ANCHOR_PROP = "camping_hammock_anchor";
function toggleHammock(player, loc) {
if (player.hasTag(HAMMOCK_TAG)) {
exitHammock(player);
return;
}
player.addTag(HAMMOCK_TAG);
const anchor = { x: loc.x + 0.5, y: loc.y + 0.1, z: loc.z + 0.5 };
try {
player.setDynamicProperty(HAMMOCK_ANCHOR_PROP, JSON.stringify(anchor));
} catch (_) {}
try {
player.teleport(anchor, { dimension: player.dimension });
} catch (_) {}
// Slowness 255 + weakness + mining_fatigue make the player effectively immobile while
// still conscious; saturation + regen are the "rest" payoff.
try {
player.addEffect("slowness", 100000, { amplifier: 255, showParticles: false });
player.addEffect("weakness", 100000, { amplifier: 255, showParticles: false });
player.addEffect("mining_fatigue", 100000, { amplifier: 255, showParticles: false });
player.addEffect("saturation", 40, { amplifier: 0, showParticles: false });
player.addEffect("regeneration", 200, { amplifier: 1, showParticles: false });
} catch (_) {}
player.sendMessage("§a[Camping] §7You settle into the hammock. Wild creatures don't notice you. §8(Sneak to climb out.)");
}
function exitHammock(player) {
player.removeTag(HAMMOCK_TAG);
try {
player.removeEffect("slowness");
player.removeEffect("weakness");
player.removeEffect("mining_fatigue");
} catch (_) {}
// Nudge player one block off the hammock so the next tick doesn't re-teleport them
// back into the cradle.
try {
const raw = player.getDynamicProperty(HAMMOCK_ANCHOR_PROP);
if (raw && typeof raw === "string") {
const a = JSON.parse(raw);
const yaw = player.getRotation().y;
const rad = (yaw * Math.PI) / 180;
const dx = -Math.sin(rad);
const dz = Math.cos(rad);
player.teleport(
{ x: a.x + dx * 1.2, y: a.y + 0.3, z: a.z + dz * 1.2 },
{ dimension: player.dimension }
);
}
} catch (_) {}
try { player.setDynamicProperty(HAMMOCK_ANCHOR_PROP, undefined); } catch (_) {}
player.sendMessage("§7[Camping] You climb out of the hammock.");
}
// ─── Hammock upkeep loop: position lock + mob repulsion + sneak-exit ────────
system.runInterval(() => {
for (const player of world.getAllPlayers()) {
if (!player.hasTag(HAMMOCK_TAG)) continue;
if (player.isSneaking) {
exitHammock(player);
continue;
}
// Pin the player to the hammock anchor so they can't drift off even with slowness
try {
const raw = player.getDynamicProperty(HAMMOCK_ANCHOR_PROP);
if (raw && typeof raw === "string") {
const a = JSON.parse(raw);
const dx = player.location.x - a.x;
const dy = player.location.y - a.y;
const dz = player.location.z - a.z;
if (dx * dx + dy * dy + dz * dz > 0.25) {
player.teleport(a, { dimension: player.dimension });
}
}
} catch (_) {}
let hostiles = [];
try {
hostiles = player.dimension.getEntities({
families: ["monster"],
location: player.location,
maxDistance: 14,
});
} catch (_) {}
for (const m of hostiles) {
const dx = m.location.x - player.location.x;
const dy = m.location.y - player.location.y;
const dz = m.location.z - player.location.z;
const d = Math.sqrt(dx * dx + dy * dy + dz * dz);
if (d > 0.01 && d < 6) {
const scale = 9 / d;
const target = {
x: player.location.x + dx * scale,
y: m.location.y,
z: player.location.z + dz * scale,
};
try { m.tryTeleport(target, { checkForBlocks: true }); } catch (_) {}
}
}
}
}, 10);
// ─── Break cleanup: break one = pack up the whole structure ─
try {
world.beforeEvents.playerBreakBlock.subscribe((event) => {
const block = event.block;
if (!block) return;
const id = block.typeId;
if (id !== TENT_BLOCK && id !== HAMMOCK_BLOCK) return;
event.cancel = true;
const loc = { x: block.location.x, y: block.location.y, z: block.location.z };
const dimId = block.dimension.id;
const player = event.player;
if (id === TENT_BLOCK) {
system.run(() => dismantleTentAt(loc, dimId, player));
} else {
system.run(() => dismantleHammockAt(loc, dimId, player));
}
});
} catch (e) {
console.warn(`[Camping] playerBreakBlock unavailable: ${e}`);
}
function dismantleTentAt(loc, dimId, player) {
const dim = world.getDimension(dimId);
let matchedKey = null;
for (const [k, tent] of Object.entries(state.tents)) {
const parts = k.split(",");
if (parts[parts.length - 1] !== dimId) continue;
if (tent.cells.some(([x, y, z]) => x === loc.x && y === loc.y && z === loc.z)) {
matchedKey = k;
break;
}
}
if (!matchedKey) {
try { dim.runCommand(`setblock ${loc.x} ${loc.y} ${loc.z} air`); } catch (_) {}
return;
}
const tent = state.tents[matchedKey];
for (const [x, y, z] of tent.cells) {
try { dim.runCommand(`setblock ${x} ${y} ${z} air`); } catch (_) {}
}
delete state.tents[matchedKey];
saveState();
try {
dim.spawnItem(new ItemStack(TENT_ITEM, 1), { x: loc.x + 0.5, y: loc.y + 0.5, z: loc.z + 0.5 });
} catch (_) {}
if (player) player.sendMessage("§7[Camping] Tent packed up.");
}
function dismantleHammockAt(loc, dimId, player) {
const dim = world.getDimension(dimId);
let matchedKey = null;
for (const [k, h] of Object.entries(state.hammocks)) {
if (!k.endsWith("," + dimId)) continue;
if (h.cells.some(([x, y, z]) => x === loc.x && y === loc.y && z === loc.z)) {
matchedKey = k;
break;
}
}
if (!matchedKey) {
try { dim.runCommand(`setblock ${loc.x} ${loc.y} ${loc.z} air`); } catch (_) {}
return;
}
const h = state.hammocks[matchedKey];
for (const [x, y, z] of h.cells) {
try { dim.runCommand(`setblock ${x} ${y} ${z} air`); } catch (_) {}
}
delete state.hammocks[matchedKey];
saveState();
try {
dim.spawnItem(new ItemStack(HAMMOCK_ITEM, 1), { x: loc.x + 0.5, y: loc.y + 0.5, z: loc.z + 0.5 });
} catch (_) {}
if (player) player.sendMessage("§7[Camping] Hammock taken down.");
}
// ─── Boot ───────────────────────────────────────────────────
system.run(() => {
loadState();
world.sendMessage("§6[Camping] §7Camping Supplies loaded.");
});