M0: scaffold bnstoolkit mod (NeoForge 1.21.1)
Build / build (push) Has been cancelled

Empty mod that loads cleanly on client + dedicated server. Sets up the
package layout and milestone TODOs for the BNS in-game UI work.

- uk.sijbers.bnstoolkit.{BnsToolkit, BnsToolkitClient} mod entries
- 5 placeholder screens extending a shared BaseBnsScreen
  (TierUpgrade, BountyBoard, QuestLog, PlotPurchase, ShopBrowser)
- 3 key bindings (T/B/P) registered, handlers TODO M1+
- SpurHud overlay placeholder for M4
- Network: payload registrar + one smoke-test C2S/S2C pair
  (RequestTierState / TierStateUpdate)
- en_us.json for screen + keybind labels
- neoforge.mods.toml pinned to neo_version 21.1.228 (live server match)

Build verified: ./gradlew build -> bnstoolkit-0.1.0.jar (15.6 KB).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Matt
2026-06-07 00:10:54 +00:00
commit e99b5b1e0e
27 changed files with 1174 additions and 0 deletions
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package uk.sijbers.bnstoolkit;
import net.neoforged.bus.api.IEventBus;
import net.neoforged.fml.common.Mod;
import net.neoforged.fml.event.lifecycle.FMLCommonSetupEvent;
import net.neoforged.neoforge.common.NeoForge;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import uk.sijbers.bnstoolkit.network.BnsNetwork;
/**
* Brass and Sigil Toolkit — common (client+server) mod entry.
*
* Mod ID matches {@link #MOD_ID}. The matching value lives in
* gradle.properties (mod_id=bnstoolkit) and is interpolated into
* src/main/templates/META-INF/neoforge.mods.toml at build time.
*
* Scope (M0): empty scaffold. Registers no items, blocks, or screens yet.
* Just loads cleanly on client and dedicated server so the deploy pipeline
* works end-to-end before we start adding real surface area.
*/
@Mod(BnsToolkit.MOD_ID)
public final class BnsToolkit {
public static final String MOD_ID = "bnstoolkit";
public static final Logger LOG = LoggerFactory.getLogger(MOD_ID);
public BnsToolkit(IEventBus modBus) {
LOG.info("[bnstoolkit] mod entry constructed");
BnsNetwork.register(modBus);
modBus.addListener(this::onCommonSetup);
NeoForge.EVENT_BUS.register(this);
}
private void onCommonSetup(final FMLCommonSetupEvent event) {
LOG.info("[bnstoolkit] common setup complete (M0 scaffold — no surface yet)");
}
}
@@ -0,0 +1,30 @@
package uk.sijbers.bnstoolkit;
import net.neoforged.api.distmarker.Dist;
import net.neoforged.bus.api.IEventBus;
import net.neoforged.fml.common.Mod;
import net.neoforged.fml.event.lifecycle.FMLClientSetupEvent;
import uk.sijbers.bnstoolkit.client.BnsKeyBindings;
/**
* Client-only mod entry. Hosts key bindings + screen registration so the
* dedicated server never loads them.
*
* Activated via the {@code dist = Dist.CLIENT} parameter on the @Mod
* annotation — NeoForge will skip this class entirely on the server side.
*/
@Mod(value = BnsToolkit.MOD_ID, dist = Dist.CLIENT)
public final class BnsToolkitClient {
public BnsToolkitClient(IEventBus modBus) {
BnsToolkit.LOG.info("[bnstoolkit] client entry constructed");
modBus.addListener(this::onClientSetup);
modBus.addListener(BnsKeyBindings::onRegisterKeyMappings);
}
private void onClientSetup(final FMLClientSetupEvent event) {
// TODO(matt M1): register screens here when bnstoolkit ships its first GUI.
// MenuScreens.register(BnsMenus.TIER_UPGRADE.get(), TierUpgradeScreen::new);
BnsToolkit.LOG.info("[bnstoolkit] client setup complete");
}
}
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package uk.sijbers.bnstoolkit.client;
import com.mojang.blaze3d.platform.InputConstants;
import net.minecraft.client.KeyMapping;
import net.neoforged.neoforge.client.event.RegisterKeyMappingsEvent;
import net.neoforged.neoforge.client.settings.KeyConflictContext;
import org.lwjgl.glfw.GLFW;
import uk.sijbers.bnstoolkit.BnsToolkit;
/**
* Key bindings for the toolkit screens. All keys are CLIENT-only and live
* under a "Brass and Sigil" category in the controls menu.
*
* Default assignments are placeholders — picked to avoid known FTB
* Library / FTB Chunks / Numismatics defaults. Players can rebind in the
* vanilla controls menu like any other mod.
*
* Wiring: each binding gets polled in a {@code ClientTickEvent} handler
* once the corresponding screen is implemented; M0 keeps them inert.
*/
public final class BnsKeyBindings {
private BnsKeyBindings() {}
private static final String CATEGORY = "key.category." + BnsToolkit.MOD_ID;
public static final KeyMapping OPEN_TIER = new KeyMapping(
"key." + BnsToolkit.MOD_ID + ".tier",
KeyConflictContext.IN_GAME,
InputConstants.Type.KEYSYM.getOrCreate(GLFW.GLFW_KEY_T),
CATEGORY);
public static final KeyMapping OPEN_BOUNTIES = new KeyMapping(
"key." + BnsToolkit.MOD_ID + ".bounties",
KeyConflictContext.IN_GAME,
InputConstants.Type.KEYSYM.getOrCreate(GLFW.GLFW_KEY_B),
CATEGORY);
public static final KeyMapping OPEN_PLOTS = new KeyMapping(
"key." + BnsToolkit.MOD_ID + ".plots",
KeyConflictContext.IN_GAME,
InputConstants.Type.KEYSYM.getOrCreate(GLFW.GLFW_KEY_P),
CATEGORY);
public static void onRegisterKeyMappings(RegisterKeyMappingsEvent event) {
event.register(OPEN_TIER);
event.register(OPEN_BOUNTIES);
event.register(OPEN_PLOTS);
BnsToolkit.LOG.info("[bnstoolkit] registered 3 key bindings under {}", CATEGORY);
}
}
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package uk.sijbers.bnstoolkit.client.hud;
import net.minecraft.client.DeltaTracker;
import net.minecraft.client.gui.GuiGraphics;
/**
* Tiny on-screen overlay showing the player's spurs balance + civic tier.
*
* Spec ref: docs/bnstoolkit-architecture.md §4.6 (HUD overlay)
*
* TODO(matt M4): wire this up via {@code RegisterGuiLayersEvent} when the
* NeoForge gui-layer registration lands. The signature here matches the
* {@code LayeredDraw.Layer} contract (a render method taking GuiGraphics +
* DeltaTracker), so the eventual implementation only has to add the
* "implements" clause and the registration call.
*
* Position default: top-left, below buff icons. Player can disable in mod
* settings (no settings screen yet — comes with the FTB Library swap).
*/
public final class SpurHud {
public static final SpurHud INSTANCE = new SpurHud();
private SpurHud() {}
public void render(GuiGraphics graphics, DeltaTracker delta) {
// TODO(matt M4): draw "<tier-icon> <tier-name> <spurs> spurs"
// Data source: client-side cache populated by S2C TierStateUpdate
// packets the server emits whenever balance or tier changes.
}
}
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package uk.sijbers.bnstoolkit.client.screens;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.screens.Screen;
import net.minecraft.network.chat.Component;
/**
* Shared base for all toolkit screens.
*
* TODO(matt M1): swap parent to {@code dev.ftb.mods.ftblibrary.ui.BaseScreen}
* once the FTB Library compileOnly dependency is wired in build.gradle. The
* vanilla {@link Screen} parent is a stand-in so M0 compiles without FTB
* Library on the classpath and we can ship a "loads cleanly" mod first.
*
* When the swap lands, each subclass moves from
* {@code render(GuiGraphics, ...)} -> the FTB Lib panel/widget tree
* Visual styling (background tile, title bar, close button) comes for
* free from FTB Library, matching FTB Quests / FTB Chunks look-and-feel.
*/
public abstract class BaseBnsScreen extends Screen {
protected BaseBnsScreen(Component title) {
super(title);
}
@Override
public void render(GuiGraphics graphics, int mouseX, int mouseY, float partialTick) {
this.renderBackground(graphics, mouseX, mouseY, partialTick);
super.render(graphics, mouseX, mouseY, partialTick);
// Centred title — placeholder styling.
graphics.drawCenteredString(this.font, this.title, this.width / 2, 16, 0xFFFFFFFF);
}
@Override
public boolean isPauseScreen() {
return false;
}
}
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package uk.sijbers.bnstoolkit.client.screens;
import net.minecraft.network.chat.Component;
/**
* Bounty board screen — replaces /bns bounty list / accept / turnin.
*
* Spec ref: docs/bnstoolkit-architecture.md §4.3 (BountyBoardScreen)
*
* TODO(matt M3): Layout to confirm tomorrow:
* - Left pane: list of 5 available bounties for today (refreshes every 24h
* server-side; the screen just renders what the server sent)
* - Right pane: detail for the highlighted bounty — target entity, count,
* payout, state (AVAILABLE / ACTIVE / READY / COOLDOWN)
* - Bottom row: ACCEPT / CANCEL / TURN IN buttons (enable based on state)
* - Slot indicator: "Active bounties: 2/5" using the player's tier cap
*
* Two C2S packets drive it:
* - RequestBountyList (board open / refresh)
* - RequestBountyAction (accept | cancel | turnin)
* One S2C: BountyBoardSnapshot.
*/
public final class BountyBoardScreen extends BaseBnsScreen {
public BountyBoardScreen() {
super(Component.translatable("screen.bnstoolkit.bounty_board"));
}
// TODO(matt M3): init() + widgets
}
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package uk.sijbers.bnstoolkit.client.screens;
import net.minecraft.network.chat.Component;
/**
* Plot purchase + management screen — replaces /bns plot list / buy / release.
*
* Spec ref: docs/bnstoolkit-architecture.md §4.4 (PlotPurchaseScreen)
*
* TODO(matt M3): Layout to confirm tomorrow:
* - Top-down minimap of the spawn plot region, plots coloured by state
* (OWN / AVAILABLE / TAKEN_BY_OTHER), hover for owner + price
* - Right pane: highlighted plot details — id, chunk bounds, price,
* owner, release refund preview
* - Bottom: BUY / RELEASE buttons (price + refund displayed inline)
* - Slot indicator: "Plots owned: 1/2" using the player's tier cap
*
* Two C2S packets:
* - RequestPlotMap (open / refresh)
* - RequestPlotAction (buy | release, with plot id)
* One S2C: PlotMapSnapshot.
*
* Open trigger options (decide tomorrow): keybind P, an in-game block at
* the spawn building, or both. Both is easy — they're not exclusive.
*/
public final class PlotPurchaseScreen extends BaseBnsScreen {
public PlotPurchaseScreen() {
super(Component.translatable("screen.bnstoolkit.plot_purchase"));
}
// TODO(matt M3): init() + map widget + action buttons
}
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package uk.sijbers.bnstoolkit.client.screens;
import net.minecraft.network.chat.Component;
/**
* Quest log — the "What am I doing right now?" pane.
*
* Spec ref: docs/bnstoolkit-architecture.md §4.2 (QuestLogScreen)
*
* TODO(matt M2): Layout to confirm tomorrow:
* - Tab bar at top: ACTIVE BOUNTIES | FTB QUESTS | PLOT TIMERS
* - Active Bounties tab: same data as Bounty Board's right pane but
* filtered to ACTIVE state, with kill-progress bars
* - FTB Quests tab: read-only mirror of the player's current chapter,
* showing in-progress quests + reward previews
* - Plot Timers tab: list of owned plots with any pending refund/release
* timers (when implemented)
*
* Refresh model: server pushes a QuestLogSnapshot whenever any tracked
* counter changes (kill count, quest reward, plot ownership). Screen re-
* renders from the latest snapshot.
*/
public final class QuestLogScreen extends BaseBnsScreen {
public QuestLogScreen() {
super(Component.translatable("screen.bnstoolkit.quest_log"));
}
// TODO(matt M2): init() + tab widgets
}
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package uk.sijbers.bnstoolkit.client.screens;
import net.minecraft.network.chat.Component;
/**
* Bazaar shop browser — replaces /bns sell list / sell <item> [count].
*
* Spec ref: docs/bnstoolkit-architecture.md §4.5 (ShopBrowserScreen)
*
* TODO(matt M2): Layout to confirm tomorrow:
* - Grid of sell-list items (9 in the current catalogue)
* - Per cell: item icon, base price, effective price after DR + tier fee,
* "you've sold X" counter
* - Click cell -> count slider (1 / 16 / 64 / max-in-inventory) and SELL button
* - Header: current spurs + effective fee%
* - Future: BUY tab when buy-prices land (Phase 7 dynamic exchange)
*
* Two C2S packets:
* - RequestShopCatalogue (open / refresh)
* - RequestShopSell (item id, count)
* One S2C: ShopCatalogueSnapshot, plus per-sale ShopSellResult.
*
* Open trigger options: keybind, a Numismatics-style shop block at the
* Bazaar building, or both.
*/
public final class ShopBrowserScreen extends BaseBnsScreen {
public ShopBrowserScreen() {
super(Component.translatable("screen.bnstoolkit.shop_browser"));
}
// TODO(matt M2): init() + item grid + sell widget
}
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package uk.sijbers.bnstoolkit.client.screens;
import net.minecraft.network.chat.Component;
/**
* Tier ladder + upgrade screen.
*
* Spec ref: docs/bnstoolkit-architecture.md §4.1 (TierUpgradeScreen)
*
* TODO(matt M1): Visual layout to confirm with you tomorrow:
* - 13 rows, one per civic tier (Peasant -> Sovereign)
* - Current tier row highlighted
* - Each row: rank colour name, cost in spurs, perks summary
* (chunks / plot-slots / bounty-slots / shop-fee)
* - "Upgrade to <next>" button bottom-right (only enabled if affordable)
* - Click pre-confirms cost + shows current balance, second click commits
*
* Backend wiring: button click sends a C2S RequestTierUpgrade packet.
* Server replies with TierUpgradeResult (success/failure + new tier + new
* balance). Same backend the /bns tier upgrade chat command already uses.
*/
public final class TierUpgradeScreen extends BaseBnsScreen {
public TierUpgradeScreen() {
super(Component.translatable("screen.bnstoolkit.tier_upgrade"));
}
// TODO(matt M1): override init() to lay out rows + button widgets.
}
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package uk.sijbers.bnstoolkit.network;
import net.neoforged.bus.api.IEventBus;
import net.neoforged.neoforge.network.event.RegisterPayloadHandlersEvent;
import net.neoforged.neoforge.network.registration.PayloadRegistrar;
import uk.sijbers.bnstoolkit.BnsToolkit;
import uk.sijbers.bnstoolkit.network.c2s.RequestTierStatePacket;
import uk.sijbers.bnstoolkit.network.s2c.TierStateUpdatePacket;
/**
* Central registration for the toolkit's S2C and C2S packets.
*
* Spec ref: docs/bnstoolkit-architecture.md §5 (network contract).
*
* M0 ships one round-trip pair as a smoke-test of the wiring:
* - C2S {@link RequestTierStatePacket} ("hey server, what's my tier+balance?")
* - S2C {@link TierStateUpdatePacket} (answer + future push channel)
*
* The rest of the contract (bounty / plot / shop / quest log) will land in
* M1..M4 — each milestone adds its own packet pair under the matching
* sub-package.
*
* Versioning: bumped via the version() call below whenever the wire format
* changes incompatibly. Same protocol pattern FTB uses.
*/
public final class BnsNetwork {
private BnsNetwork() {}
public static final String VERSION = "0.1";
public static void register(IEventBus modBus) {
modBus.addListener(BnsNetwork::onRegisterPayloads);
}
private static void onRegisterPayloads(RegisterPayloadHandlersEvent event) {
final PayloadRegistrar reg = event.registrar(BnsToolkit.MOD_ID).versioned(VERSION);
// C2S: request my current tier + balance.
reg.playToServer(
RequestTierStatePacket.TYPE,
RequestTierStatePacket.STREAM_CODEC,
RequestTierStatePacket::handle);
// S2C: server pushes tier + balance (either in response to a request
// or unsolicited when something changes).
reg.playToClient(
TierStateUpdatePacket.TYPE,
TierStateUpdatePacket.STREAM_CODEC,
TierStateUpdatePacket::handle);
BnsToolkit.LOG.info("[bnstoolkit/net] registered payloads v{}", VERSION);
}
}
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package uk.sijbers.bnstoolkit.network.c2s;
import net.minecraft.network.RegistryFriendlyByteBuf;
import net.minecraft.network.codec.StreamCodec;
import net.minecraft.network.protocol.common.custom.CustomPacketPayload;
import net.minecraft.resources.ResourceLocation;
import net.neoforged.neoforge.network.handling.IPayloadContext;
import uk.sijbers.bnstoolkit.BnsToolkit;
/**
* Client -> server: "Send me my tier + balance."
*
* Empty payload (no fields). The server identifies the player from
* {@link IPayloadContext#player()}. The response is a S2C
* {@code TierStateUpdatePacket}.
*
* TODO(matt M1): once the KubeJS bridge ships, the handler will:
* 1. Read player.persistentData.bnsTier (the KubeJS-owned NBT)
* 2. Sum Numismatics coin slots into a spurs total
* 3. Send a TierStateUpdatePacket back to the same player
*
* For now the handler just logs the request — proves the wire works.
*/
public record RequestTierStatePacket() implements CustomPacketPayload {
public static final Type<RequestTierStatePacket> TYPE = new Type<>(
ResourceLocation.fromNamespaceAndPath(BnsToolkit.MOD_ID, "request_tier_state"));
public static final StreamCodec<RegistryFriendlyByteBuf, RequestTierStatePacket> STREAM_CODEC =
StreamCodec.unit(new RequestTierStatePacket());
@Override
public Type<? extends CustomPacketPayload> type() {
return TYPE;
}
public static void handle(RequestTierStatePacket pkt, IPayloadContext ctx) {
ctx.enqueueWork(() -> {
// TODO(matt M1): read NBT + Numismatics balance, reply with TierStateUpdatePacket
BnsToolkit.LOG.info("[bnstoolkit/net] RequestTierState from {}", ctx.player().getName().getString());
});
}
}
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package uk.sijbers.bnstoolkit.network.s2c;
import net.minecraft.network.RegistryFriendlyByteBuf;
import net.minecraft.network.codec.ByteBufCodecs;
import net.minecraft.network.codec.StreamCodec;
import net.minecraft.network.protocol.common.custom.CustomPacketPayload;
import net.minecraft.resources.ResourceLocation;
import net.neoforged.neoforge.network.handling.IPayloadContext;
import uk.sijbers.bnstoolkit.BnsToolkit;
/**
* Server -> client: pushes the player's current civic tier (1..13) and
* spurs balance.
*
* Sent in response to {@code RequestTierStatePacket} AND unsolicited
* whenever either value changes server-side (so the HUD updates in real
* time without polling).
*
* TODO(matt M1): client handler will cache the values in a static slot
* read by {@link uk.sijbers.bnstoolkit.client.hud.SpurHud} and any open
* screen.
*/
public record TierStateUpdatePacket(int tier, long spurs) implements CustomPacketPayload {
public static final Type<TierStateUpdatePacket> TYPE = new Type<>(
ResourceLocation.fromNamespaceAndPath(BnsToolkit.MOD_ID, "tier_state_update"));
public static final StreamCodec<RegistryFriendlyByteBuf, TierStateUpdatePacket> STREAM_CODEC =
StreamCodec.composite(
ByteBufCodecs.VAR_INT, TierStateUpdatePacket::tier,
ByteBufCodecs.VAR_LONG, TierStateUpdatePacket::spurs,
TierStateUpdatePacket::new);
@Override
public Type<? extends CustomPacketPayload> type() {
return TYPE;
}
public static void handle(TierStateUpdatePacket pkt, IPayloadContext ctx) {
ctx.enqueueWork(() -> {
// TODO(matt M1): stash in a client-side state holder for HUD + screens.
BnsToolkit.LOG.debug("[bnstoolkit/net] TierStateUpdate tier={} spurs={}", pkt.tier, pkt.spurs);
});
}
}
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{
"key.category.bnstoolkit": "Brass and Sigil",
"key.bnstoolkit.tier": "Open Tier Ladder",
"key.bnstoolkit.bounties": "Open Bounty Board",
"key.bnstoolkit.plots": "Open Plot Map",
"screen.bnstoolkit.tier_upgrade": "Civic Tier",
"screen.bnstoolkit.bounty_board": "Bounty Board",
"screen.bnstoolkit.quest_log": "Quest Log",
"screen.bnstoolkit.plot_purchase": "Plots",
"screen.bnstoolkit.shop_browser": "Bazaar"
}
+6
View File
@@ -0,0 +1,6 @@
{
"pack": {
"description": "Brass and Sigil Toolkit resources",
"pack_format": 34
}
}
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modLoader="javafml"
loaderVersion="${loader_version_range}"
license="${mod_license}"
issueTrackerURL="http://10.16.5.102:3000/minecraft/bnstoolkit/issues"
[[mods]]
modId="${mod_id}"
version="${mod_version}"
displayName="${mod_name}"
authors="matt (sijbers.uk)"
description='''
Brass and Sigil Toolkit — companion mod for the BNS modpack. Provides
in-game UI for the KubeJS-driven civic tier, bounty, plot, and shop
systems. Pure client visuals + thin C2S/S2C bridge over the existing
server-side state.
'''
[[dependencies.${mod_id}]]
modId="neoforge"
type="required"
versionRange="[${neo_version},)"
ordering="NONE"
side="BOTH"
[[dependencies.${mod_id}]]
modId="minecraft"
type="required"
versionRange="${minecraft_version_range}"
ordering="NONE"
side="BOTH"