plots: v1 spawn-commercial-plots system, bump to 0.21.0
/bns plot list|info|buy|release|reload. Single ~316-line file with clear sections. Hardcoded PLOT_DEFS Map (3 example plots), ownership state in server.persistentData.bnsPlots, best-effort Numismatics + FTB Chunks integration (will be verified in playtest). See file header for full design notes.
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// Brass & Sigil — Plot system V1
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//
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// SPAWN COMMERCIAL PLOTS (not bases). Players' homes go out in the world
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// with normal FTB Chunks claims. A "plot" is a small commercial chunk-
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// allocation at spawn for shops. 1 plot per player; release-and-rebuy to
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// change size.
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//
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// Player commands (/bns plot ...):
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// list show all plots + availability + price
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// info <id> detailed info for one plot
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// buy <id> purchase if eligible (no current plot, has coin)
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// release release current plot (50% refund)
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// Admin commands (OP, level 2):
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// reload re-load plot definitions (currently in-script)
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//
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// Storage:
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// Plot definitions: hardcoded `PLOT_DEFS` below; admin edits and reloads.
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// Path-to-disk loading deferred to V1.1 (KubeJS file
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// I/O is sandboxed).
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// Ownership state: server.persistentData.bnsPlots -- compound NBT
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// keyed by plot id, value = player UUID string. Single
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// source of truth.
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//
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// Integrations (best-effort; verify in playtest):
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// - Numismatics coin handling: inventory-based. Counts coins by denomination
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// value, takes greedily by largest first. Assumed values:
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// spur=1, bevel=8, cog=64, crown=512, sun=4096
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// If Numismatics uses different ratios, adjust COIN_VALUES below.
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// - FTB Chunks claim transfer: runs `/ftbchunks claim <x> <z>` as the player
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// for each chunk in the plot, prefixed by `execute in <dim> as <player>`.
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// Release runs `/ftbchunks unclaim`. May need adjusting if FTBC command
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// syntax differs in this version.
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//
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// Performance:
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// - All event-handler-style work is bounded by player action (command).
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// No periodic ticks. No event hot-path scans.
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// - Plot lookup is O(1) via Map.
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// - Coin inventory scan is O(36) per purchase -- once per player action.
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// ─── Plot definitions ─────────────────────────────────────────────────
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// V1 hardcoded. Replace with admin-defined plots once the spawn marketplace
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// is built. Chunks are [chunkX, chunkZ] pairs in the overworld.
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const PLOT_DEFS = new Map([
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['p001', {
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id: 'p001', name: 'Market Stall 1', size: 'small',
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chunks: [[10, 10]], // 1x1
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price: 100, // in spurs
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dimension: 'minecraft:overworld',
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}],
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['p002', {
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id: 'p002', name: 'Corner Lot', size: 'medium',
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chunks: [[12, 10], [12, 11]], // 1x2
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price: 250,
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dimension: 'minecraft:overworld',
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}],
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['p003', {
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id: 'p003', name: 'Anchor Plot', size: 'large',
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chunks: [[14, 10], [14, 11], [15, 10], [15, 11]], // 2x2
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price: 600,
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dimension: 'minecraft:overworld',
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}],
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]);
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const REFUND_FRACTION = 0.5; // released plots refund 50% of purchase price
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// ─── Numismatics coin handling ────────────────────────────────────────
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const COIN_VALUES = {
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'numismatics:spur': 1,
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'numismatics:bevel': 8,
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'numismatics:cog': 64,
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'numismatics:crown': 512,
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'numismatics:sun': 4096,
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};
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const DENOMS_DESC = ['numismatics:sun', 'numismatics:crown', 'numismatics:cog',
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'numismatics:bevel', 'numismatics:spur'];
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function countCoins(player) {
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let total = 0;
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const inv = player.inventory;
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for (let i = 0; i < inv.containerSize; i++) {
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const stack = inv.getItem(i);
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const v = COIN_VALUES[stack.id];
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if (v) total += v * stack.count;
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}
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return total;
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}
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function takeCoins(player, amount) {
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let remaining = amount;
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const inv = player.inventory;
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// Pass 1: take from largest denomination downward (minimises change).
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for (const id of DENOMS_DESC) {
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const value = COIN_VALUES[id];
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if (remaining < value) continue;
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for (let i = 0; i < inv.containerSize && remaining >= value; i++) {
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const stack = inv.getItem(i);
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if (stack.id !== id) continue;
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const take = Math.min(stack.count, Math.floor(remaining / value));
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stack.shrink(take);
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remaining -= take * value;
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}
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}
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return amount - remaining; // returns how many spurs actually taken
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}
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function giveCoins(player, amount) {
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// Give back as largest denomination possible to minimise inventory clutter.
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let remaining = amount;
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for (const id of DENOMS_DESC) {
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const value = COIN_VALUES[id];
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if (remaining < value) continue;
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const count = Math.floor(remaining / value);
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if (count > 0) {
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player.give(Item.of(id, count));
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remaining -= count * value;
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}
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}
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}
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// ─── Ownership storage (server.persistentData.bnsPlots compound) ──────
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function getOwnerMap() {
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// Lazily ensure the compound exists. The compound is a plot_id -> uuid map.
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const root = Utils.server.persistentData;
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if (!root.contains('bnsPlots')) {
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root.put('bnsPlots', {});
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}
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return root.getCompound('bnsPlots');
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}
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function ownerOf(plotId) {
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const map = getOwnerMap();
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return map.contains(plotId) ? map.getString(plotId) : null;
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}
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function plotOwnedBy(playerUuid) {
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const map = getOwnerMap();
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for (const key of map.getAllKeys()) {
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if (map.getString(key) === playerUuid) return key;
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}
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return null;
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}
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function recordPurchase(plotId, playerUuid) {
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getOwnerMap().putString(plotId, playerUuid);
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console.info(`[bns/plots] purchase recorded: ${plotId} -> ${playerUuid}`);
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}
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function clearOwner(plotId) {
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getOwnerMap().remove(plotId);
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console.info(`[bns/plots] ownership cleared: ${plotId}`);
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}
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// ─── FTB Chunks integration (best-effort) ────────────────────────────
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// FTB Chunks doesn't expose a KubeJS API for "claim chunk X for player Y",
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// but its commands (/ftbchunks claim, /ftbchunks unclaim) work as
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// console-as-player. Issue them with `execute as <player>` so they claim
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// to that player's team.
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function claimChunksForPlayer(plot, player) {
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for (const [cx, cz] of plot.chunks) {
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// /ftbchunks claim claims the chunk the executor stands in by default,
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// but accepts X Z args in most versions. Try with explicit coords first;
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// if that fails the syntax may need a `position` subcommand variant.
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const cmd = `execute as ${player.username} in ${plot.dimension} run ftbchunks claim ${cx} ${cz}`;
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Utils.server.runCommandSilent(cmd);
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console.info(`[bns/plots] claim: ${cmd}`);
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}
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}
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function unclaimChunksForPlayer(plot, player) {
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for (const [cx, cz] of plot.chunks) {
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const cmd = `execute as ${player.username} in ${plot.dimension} run ftbchunks unclaim ${cx} ${cz}`;
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Utils.server.runCommandSilent(cmd);
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console.info(`[bns/plots] unclaim: ${cmd}`);
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}
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}
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// ─── Helpers ──────────────────────────────────────────────────────────
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function formatPlotLine(plot) {
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const owner = ownerOf(plot.id);
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const status = owner ? `OWNED (${owner.substring(0,8)}...)` : 'AVAILABLE';
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const cn = plot.chunks.length;
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return `${plot.id} "${plot.name}" ${plot.size} ${cn} chunk${cn>1?'s':''} ${plot.price} spurs [${status}]`;
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}
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function sendMulti(source, lines) {
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for (const line of lines) source.sendSystemMessage(Text.of(line));
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}
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// ─── Command tree ─────────────────────────────────────────────────────
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ServerEvents.commandRegistry(event => {
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const { commands: Commands, arguments: Arguments } = event;
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const plotIdArg = () => Commands.argument('id', Arguments.STRING.create(event));
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const tree = Commands.literal('bns')
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.then(Commands.literal('plot')
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// /bns plot list
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.then(Commands.literal('list').executes(ctx => {
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const lines = ['§7--- Spawn plots ---'];
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for (const plot of PLOT_DEFS.values()) {
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lines.push(formatPlotLine(plot));
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}
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lines.push('§7Run §f/bns plot info <id>§7 for details or §f/bns plot buy <id>§7 to purchase.');
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sendMulti(ctx.source, lines);
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return 1;
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}))
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// /bns plot info <id>
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.then(Commands.literal('info').then(plotIdArg().executes(ctx => {
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const id = Arguments.STRING.getResult(ctx, 'id');
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const plot = PLOT_DEFS.get(id);
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if (!plot) {
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ctx.source.sendSystemMessage(Text.red(`No such plot: ${id}`));
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return 0;
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}
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const owner = ownerOf(id);
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const chunkStr = plot.chunks.map(([x,z]) => `(${x},${z})`).join(', ');
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sendMulti(ctx.source, [
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`§6Plot ${id}: §f${plot.name}`,
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`§7 Size: §f${plot.size} (${plot.chunks.length} chunk${plot.chunks.length>1?'s':''})`,
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`§7 Chunks: §f${chunkStr}`,
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`§7 Dimension: §f${plot.dimension}`,
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`§7 Price: §f${plot.price} spurs`,
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`§7 Owner: §f${owner || 'AVAILABLE'}`,
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]);
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return 1;
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})))
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// /bns plot buy <id>
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.then(Commands.literal('buy').then(plotIdArg().executes(ctx => {
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const player = ctx.source.player;
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if (!player) {
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ctx.source.sendSystemMessage(Text.red('Run from a player context.'));
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return 0;
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}
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const id = Arguments.STRING.getResult(ctx, 'id');
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const plot = PLOT_DEFS.get(id);
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if (!plot) {
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player.tell(Text.red(`No such plot: ${id}`));
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return 0;
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}
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if (ownerOf(id)) {
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player.tell(Text.red(`Plot ${id} is already owned.`));
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return 0;
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}
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const existing = plotOwnedBy(player.uuid.toString());
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if (existing) {
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player.tell(Text.red(
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`You already own plot ${existing}. Release it first with /bns plot release.`
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));
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return 0;
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}
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const have = countCoins(player);
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if (have < plot.price) {
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player.tell(Text.red(
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`You need ${plot.price} spurs (have ${have}). Earn coins at the bank exchange.`
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));
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return 0;
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}
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const took = takeCoins(player, plot.price);
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if (took < plot.price) {
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// Shouldn't happen if countCoins agreed, but be safe.
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giveCoins(player, took);
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player.tell(Text.red(`Coin removal failed -- refunded. Try again.`));
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return 0;
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}
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recordPurchase(id, player.uuid.toString());
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claimChunksForPlayer(plot, player);
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player.tell(Text.gold(
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`Plot ${id} (${plot.name}) is now yours. Paid ${plot.price} spurs.`
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));
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console.info(`[bns/plots] ${player.username} bought ${id} for ${plot.price} spurs`);
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return 1;
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})))
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// /bns plot release
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.then(Commands.literal('release').executes(ctx => {
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const player = ctx.source.player;
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if (!player) {
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ctx.source.sendSystemMessage(Text.red('Run from a player context.'));
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return 0;
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}
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const id = plotOwnedBy(player.uuid.toString());
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if (!id) {
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player.tell(Text.red(`You don't own a plot.`));
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return 0;
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}
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const plot = PLOT_DEFS.get(id);
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const refund = Math.floor(plot.price * REFUND_FRACTION);
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unclaimChunksForPlayer(plot, player);
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clearOwner(id);
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giveCoins(player, refund);
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player.tell(Text.gold(
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`Released plot ${id}. Refunded ${refund} spurs (${Math.round(REFUND_FRACTION*100)}% of ${plot.price}).`
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));
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console.info(`[bns/plots] ${player.username} released ${id}, refunded ${refund} spurs`);
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return 1;
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}))
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// /bns plot reload (OP)
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.then(Commands.literal('reload').requires(src => src.hasPermission(2))
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.executes(ctx => {
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// V1: PLOT_DEFS is hardcoded; reload is a no-op until V1.1
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// (JSON-from-disk loading). Logged so admins know it ran.
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ctx.source.sendSystemMessage(Text.gold(
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`Plot defs are hardcoded in plots.js (V1). Edit the file + restart to change.`
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));
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console.info(`[bns/plots] reload called (no-op in V1)`);
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return 1;
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}))
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);
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event.register(tree);
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console.info('[bns/plots] commands registered: list, info, buy, release, reload');
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});
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+1
-1
@@ -1,7 +1,7 @@
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{
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"$schema": "Brass-and-Sigil pack.lock.json - generated, do not edit by hand unless you know what you are doing",
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"name": "Brass and Sigil",
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"version": "0.20.1",
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"version": "0.21.0",
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"minecraft": "1.21.1",
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"loader": {
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"type": "neoforge",
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