1d38d86a2e5a25db129e0258219bb24c5b3a6d9a
9 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
1d38d86a2e |
0.6.0: Counting House refactor — bank-credited wealth exchange
Build / build (push) Has been cancelled
Major economic-design pivot per design conversation: * Bazaar renamed to "Counting House" — wealth exchange, not general shop * Players bring wealth-tokens (diamond, netherite_ingot, ancient_debris, diamond_block); transactions credit their Numismatics bank account directly (not inventory) * SellCatalogue cut from 9 items to 4; iron/gold/coal/lapis/redstone/ emerald removed (those belong on player-run Numismatics Vendor blocks) * Diminishing-returns floor tightened 50% -> 30% so deep-grinders feel the friction Numismatics integration via reflection (NumismaticsBridge): * Auto-creates personal bank account on PlayerLoggedInEvent * SpurBalance.totalSpurs() now sums inventory coins + bank balance * TierStateUpdatePacket carries cashOnHand + bankBalance separately so the hub can break them out * HUD overlay shows three lines: tier / cash / bank — no card lookup, always shows total wealth regardless of what's on the player * /bns sell handled in Java (CountingHouseCommands); KubeJS 02_sell_ shop.js retired to .retired * /bns wallet (+ deposit/withdraw) for managing cash<->bank flow * Wire-version bumped 0.4 -> 0.5 Hub becomes status-only: * Removed Civic Tier / Bazaar / Bounty / Plot transactional buttons * Kept Quest Log, Refresh, Close * Status panel shows tier, cash on hand, bank balance, total wealth, fee%, plot slots, bounty slots * Footer: "Visit spawn NPCs for trades, bounties, plots, tier upgrades" Screen rename: ShopBrowserScreen -> CountingHouseScreen. OpenScreenDispatcher accepts both "counthouse" and "shop" keys (latter as backward-compat alias). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
||
|
|
1630a8370f |
0.5.1: fix UI widget coords — relative not absolute
Build / build (push) Has been cancelled
FTB Library's Widget.setPos(x, y) takes coords RELATIVE to the parent panel. My code passed (getX() + offset, getY() + offset), so widgets ended up at panel-pos * 2 + offset, far off-screen to the bottom-right. Fix: drop getX()/getY() everywhere in alignWidgets. Refresh button, close button, header bar, sub-panels — all relative now. Plus BaseBnsScreen.contentTop()/contentBottom() are now plain offsets (20 and getHeight() - 24) instead of getY()-prefixed. Visual bug surfaced with user screenshot of HubScreen showing all buttons stacked on the right edge of the screen with empty dark panel on the left. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
||
|
|
0b90e94079 |
0.5.0: per-tile village supply/demand throttle for spur-paying trades
Build / build (push) Has been cancelled
Anti-farm system that limits how much income players can extract from
villager trading in one location. Designed to make 50-librarian halls
diminish into futility without disabling villager trading altogether.
Model:
- World is partitioned into 64×64 block tiles (no POI lookups,
villager-position rounded by integer division)
- Each tile has a CompoundTag of {item_id -> remaining_demand} at
server.persistentData.bnsVillageDemand[dim:tileX:tileZ]
- Demand caps per item are set in VillageDemand.java; paper=20,
wheat=25, rotten flesh=15, iron=6, diamond=1, etc.
- Demand refills linearly: full cap restored over 1 hour of real time
(no scheduled tick — refresh computed lazily on each query from
lastUpdated timestamp)
- A 1-tile multi-profession hall earns ~150 spurs/hour at saturation.
Scaling income requires building halls in distant tiles — that's
overworld logistics, not micro-exploit.
Implementation:
- VillageDemand.java: per-item cap config
- VillageDemandTracker.java: lazy-refresh + atomic decrement against
the KubeJS server-scope NBT (existing reflection accessor)
- VillageTrackedMerchantOffer.java: MerchantOffer subclass that
overrides increaseUses() to decrement demand on trade completion
- VillagerTradeRebalance.java: at offer-build time, queries current
tile demand for the cost item. If saturated (<1 left), the offer
comes back with uses=maxUses (vanilla "out of stock" UI). Otherwise
wrapped in VillageTrackedMerchantOffer so post-trade decrement fires.
- Wandering trader: uses whatever tile he's wandered into. No special
case — it's just whichever tile he stands in at trade time.
Wandering traders, modded merchants (entity is not Villager): same
tracking, same caps. Anything that produces a spur as a trade result
is throttled by the tile.
Hooks: zero mixins. MerchantOffer.increaseUses() is vanilla-public
and fires server-side after the trade settles, so a subclass override
is the right hook point.
Perf: lazy refresh = no scheduled ticks. Per-trade overhead is one
NBT lookup + a few timestamp ops, microseconds. Idle servers do zero
work.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
|
||
|
|
884a8cea0b |
0.4.0: NBT key fix + hub UI + /bns open + network hardening
Build / build (push) Has been cancelled
Post-review fixes from the parallel code/security/hotkey/NPC audits. ## #35 — NBT keys (CRITICAL: screens were showing fictional data) ServerEconomyBridge.pushBountySnapshot now reads the actual KubeJS keys: - bnsBountyPool (compound id->1) — was bnsBounties.pool - bnsBountyActive (compound id->{progress,target,reward,...}) — was bnsBounties.active - bnsBountyCompleted (compound id->long cooldown-end-ms) — was bnsBounties.completed - Filters completed by `cooldown-end > now` so old cooldowns drop off ServerEconomyBridge.pushPlotSnapshot now reads server-scope state via KubeJS's MinecraftServer mixin (kjs$getPersistentData) using reflection, no compileOnly dep on KubeJS. Falls back to empty CompoundTag if the method isn't there. Resolves owner names from PlayerList for online players, GameProfileCache for offline. ## #36 — Hub UI + key rebind Single primary key: B opens HubScreen. Direct shortcut keys (K/J/N/H/M) all default to UNBOUND so they no longer compete with the ~100 other pack mods. Audit found M = vanilla Social Interactions + FTB Chunks fullscreen map (hard conflict, removed); H/N collided with Voice Chat toggles (minor, removed); K/J were safe (kept rebindable for power users). New HubScreen routes to the 5 sub-screens via labelled buttons + shows tier/balance/fee at a glance in the header. ## #37 — /bns open <screen> Java-registered Brigadier subcommand at RegisterCommandsEvent time, merges with KubeJS's /bns root. New OpenScreenPacket (S2C) pushes a screen open to the calling player. Screens: hub, tier, bounty, plot, shop, questlog. Suggests valid screens via tab-complete. This unlocks: - Easy NPC dialogue COMMAND actions calling /bns open shop, etc. - FTB Quests reward commands - Command blocks / /trigger objectives - Future scripted intros / tutorials Also: patched /srv/fast/brass-sigil-server/server/config/easy_npc/ security.cfg to allow `bns` in executeAsUserCommandAllowList.ALL. ## #38 — Network hardening - Per-player token bucket on C2S packets (10/s sustain, 20 burst). - All STRING_UTF8 codecs capped: kind=8, args=80, which=16. - Verb whitelist replaced with structured parse: args -> tokens -> per-verb regex validators -> rebuilt command. No more prefix-match surprises if /bns sell syntax expands. - Per-player in-flight guard on tier upgrades (500ms) closes the double-spend race window. - Bridge logs sanitised (control-char-stripped) so a hostile client can't inject newlines/ANSI into server logs. ## Review-driven nits also folded in - Per-player tickCount (was shared static — N-player skew) - VillagerTradeRebalance: try/catch around inner.getOffer; null cost-A passthrough; round-to-nearest denom split (was floor, ~10% price haircut) - SpurHud caches Component refs (avoid 120/s allocation) - ClientBnsState.completedIds now HashSet (O(1) per-frame lookups) - BountyBoardScreen: deleted the empty `if (isActive)` dead branch - Wire-format version bumped 0.2 -> 0.4 (added OpenScreenPacket) Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
||
|
|
14dc69f22f |
0.3.1: drop ToastPacket — client-only imports broke server-side load
Build / build (push) Has been cancelled
ToastPacket imported net.minecraft.client.gui.components.toasts.* and net.minecraft.client.Minecraft at class scope. When BnsNetwork.onRegister Payloads referenced ToastPacket::handle on the dedicated server, NoClassDefFoundError fired (the client-only classes don't exist on the dedicated server side). Toast feedback wasn't load-bearing — KubeJS already chat-prints the result of every /bns verb. Players see "Sold 8x diamond for 60 spurs" in the chat as before, and the screens re-render off the snapshot the bridge pushes after each routed verb. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
||
|
|
10e9980bfd |
0.3.0: villager trade rebalance via VillagerTradesEvent
Build / build (push) Has been cancelled
Hooks NeoForge's VillagerTradesEvent + WandererTradesEvent at data-pack reload time and wraps every existing ItemListing so the resulting MerchantOffer has its emerald-cost-or-result items swapped to Numismatics coin equivalents: 1..7 emeralds -> spurs (1:1) 8..63 emeralds -> bevels (1 bevel = 8 spurs) 64+ emeralds -> cogs (1 cog = 64 spurs) Lives in bnstoolkit instead of a third-party mod because the obvious choice — Modrinth's 'numismatics-villager-currency' — requires NeoForge 21.1.230+ and we're on 21.1.228. The two-page Java wrapper here is simpler than the alternatives (writing every trade override JSON via 'data-trades') AND doesn't push us into a runtime upgrade. Includes wanderer trades. Modded villager professions are picked up automatically since we just wrap the event's trade list as-is. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
||
|
|
afe7d38827 |
0.2.0: feature-complete UI — 5 FTB-Library screens + HUD overlay
Build / build (push) Has been cancelled
All five screens implemented with FTB Library widgets (Panel/Widget/
SimpleTextButton). Layout matches FTB Quests/Chunks for visual
consistency with the rest of the pack.
Screens:
- TierUpgradeScreen — 13-row ladder, current tier highlighted,
Upgrade button to next tier with cost/affordability check
- ShopBrowserScreen — 9-cell item grid + detail pane, quick-sell
buttons (1/16/64) with live DR-aware price preview
- BountyBoardScreen — daily pool + active set, accept/cancel/turn-in
per state, slot-cap indicator
- PlotPurchaseScreen — plot list + detail pane, buy/release with
ownership colour-coding and tier-gated buy
- QuestLogScreen — at-a-glance tier+balance summary, active
bounties with progress bars, owned plots
HUD overlay: top-left tier name + spurs balance, registered as a
NeoForge GUI layer above the experience bar. 1Hz server push keeps
the balance current without polling client-side inventory.
Network: replaces single smoke-test packet with 7-packet contract:
- C2S: RequestEconomySnapshot, RunBnsCommand (whitelisted)
- S2C: TierStateUpdate, SellSnapshot, BountySnapshot, PlotSnapshot, Toast
Server-side bridge (ServerEconomyBridge) reads player NBT and
Numismatics-by-item-id-string for balance, routes write verbs
through the existing KubeJS /bns chat commands so KubeJS remains the
source of truth for economy logic.
Key bindings (rebindable in vanilla controls menu):
- K Civic tier ladder
- J Bounty board
- N Plot office
- H Bazaar shop
- M Quest log
FTB Library + Architectury maven repos wired in build.gradle as
compileOnly; the jar stays small since FTB Library is already in pack.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
|
||
|
|
9892b0e737 |
0.1.1: drop NeoForge.EVENT_BUS.register(this) with no @SubscribeEvent methods
Build / build (push) Has been cancelled
The empty-class registration was rejected by NeoForge 21.1 at mod-loading time with: IllegalArgumentException: class uk.sijbers.bnstoolkit.BnsToolkit has no @SubscribeEvent methods, but register was called anyway. That tanked the dedicated server during construct-mods. Caught only after deploying 0.1.0 to the live server — the local /gradlew build doesn't exercise mod-loading. Will add a gameTestServer run later to catch this class of bug pre-deploy. When the first @SubscribeEvent listener lands (likely PlayerLoggedInEvent in M1), the register call comes back together with it. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
||
|
|
e99b5b1e0e |
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>
|