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巨型堆疊聚合機制 (MC 26.1.2)

本文件对 Minecraft 26.1.2Item Clumps 的地面掉落物聚合、搜索半径数学计算与實體合併機制进行技术剖析与数学推导。


📊 特性資訊框

属性技术规格
系统名称地面掉落物巨型堆疊聚合器
目標类net.minecraft.world.entity.item.ItemEntity
默认聚合上限9,999 个物品(最高可設定至 $2,147,483,647$)
搜索半径 ($r$)水平 $1\text{ 至 }10\text{ 格}$(默认:$1\text{ 格}$)
半径注入点AABB.inflate(DDD) 上的 @ModifyArgs
控制性游戏規則item_clumps:enable_clumping, item_clumps:max_clump_size, item_clumps:merge_radius

⚙️ 巨型堆疊聚合的工作原理

在原版 Minecraft 中,掉落物在每个 tick 会调用 mergeWithNeighbours() 搜索附近的同类物品。然而原版严格禁止目標實體的物品数量超过 itemStack.getMaxStackSize()(通常为 64)。

Item Clumps 通过 ItemEntityMixin.java 拦截此检查,解除限制的同时維護严格的数据組件安全性。

                  ┌──────────────────────────────┐
                  │    ItemEntity A Ticks In     │
                  └──────────────┬───────────────┘


                  ┌──────────────────────────────┐
                  │     Feasibility Check        │
                  │  - Matching player target?   │
                  │  - Identical DataComponents? │
                  └──────────────┬───────────────┘
                                 │ (Pass)

                  ┌──────────────────────────────┐
                  │   Combine Stacks Math Check  │
                  └──────────────┬───────────────┘

                 ┌───────────────┴───────────────┐
                 │                               │
    thisCount + otherCount <= maxClump    thisCount + otherCount > maxClump
                 │                               │
                 ▼                               ▼
       ┌───────────────────┐           ┌───────────────────┐
       │   Complete Merge  │           │   Partial Merge   │
       │ Larger absorbs    │           │ Fill entity A to  │
       │ smaller entity;   │           │ maxClumpSize;     │
       │ Younger age kept. │           │ B keeps remainder.│
       └───────────────────┘           └───────────────────┘

📐 数学公式与高精度運算

1. 水平碰撞箱膨脹计算 (@ModifyArgs)

$$\text{args.set}(0, r), \quad \text{args.set}(2, r)$$

其中:

  • $r = \text{DynamicGameRuleManager}.\text{getInt}(\text{level}, \text{MERGE_RADIUS}) \in [1, 10]$ 格。
  • 垂直高度索引 ($1$) 保持不变,严格保持不同樓層高度之间的垂直隔離。

2. 物品数量转移数学演算法

  • 完全吸收 ($S \le \text{maxClumpSize}$): $$\text{count}_{\text{merged}} = \text{thisCount} + \text{otherCount}$$
  • 部分吸收 ($S > \text{maxClumpSize}$): $$\Delta = \text{maxClumpSize} - \text{thisCount}$$ $$\text{thisCount}' = \text{maxClumpSize}, \quad \text{otherCount}' = \text{otherCount} - \Delta$$

💻 真實源码实现参考

源自 Minecraft 26.1.2 的 ItemEntityMixin.java

java
@ModifyArgs(method = "mergeWithNeighbours", at = @At(value = "INVOKE", target = "Lnet/minecraft/world/phys/AABB;inflate(DDD)Lnet/minecraft/world/phys/AABB;"))
private void item_clumps$modifySearchRadius(Args args) {
    if (DynamicGameRuleManager.getBoolean(this.level(), ItemClumpsFabric.ENABLE_CLUMPING)) {
        double radius = DynamicGameRuleManager.getInt(this.level(), ItemClumpsFabric.MERGE_RADIUS);
        args.set(0, radius);
        args.set(2, radius);
    }
}

@Inject(method = "tryToMerge", at = @At("HEAD"), cancellable = true)
private void item_clumps$customMerge(ItemEntity other, CallbackInfo ci) {
    if (!DynamicGameRuleManager.getBoolean(this.level(), ItemClumpsFabric.ENABLE_CLUMPING)) return;

    ItemStack thisStack = this.getItem();
    ItemStack otherStack = other.getItem();

    if (!Objects.equals(this.target, ((ItemEntityMixin)(Object)other).target) || 
        !ItemStack.isSameItemSameComponents(thisStack, otherStack)) {
        return;
    }

    int thisCount = thisStack.getCount();
    int otherCount = otherStack.getCount();
    int maxClump = DynamicGameRuleManager.getInt(this.level(), ItemClumpsFabric.MAX_CLUMP_SIZE);

    if (thisCount + otherCount > maxClump) {
        int spaceLeft = maxClump - thisCount;
        if (spaceLeft > 0) {
            thisStack.setCount(maxClump);
            this.setItem(thisStack);
            otherStack.setCount(otherCount - spaceLeft);
            other.setItem(otherStack);
        }
        ci.cancel();
        return;
    }

    // Full Merge: larger stack absorbs the smaller stack
    if (otherCount < thisCount) {
        thisStack.setCount(thisCount + otherCount);
        this.setItem(thisStack);
        this.pickupDelay = Math.max(this.pickupDelay, ((ItemEntityMixin)(Object)other).pickupDelay);
        this.age = Math.min(this.age, ((ItemEntityMixin)(Object)other).age);
        other.discard();
    } else {
        otherStack.setCount(thisCount + otherCount);
        other.setItem(otherStack);
        ((ItemEntityMixin)(Object)other).pickupDelay = Math.max(((ItemEntityMixin)(Object)other).pickupDelay, this.pickupDelay);
        ((ItemEntityMixin)(Object)other).age = Math.min(((ItemEntityMixin)(Object)other).age, this.age);
        this.discard();
    }
    ci.cancel();
}

🔗 相关文件 (MC 26.1.2)

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