pack: KubeJS tidying + admin commands, bump to 0.20.0
Tidying pass on the KubeJS suite before plot system V1 lands. Sets up
the file structure + conventions + diagnostics so the larger plot
system has a clean foundation.
Changes:
1. NEW kubejs/README.md
File layout doc + conventions: logging prefix [bns/<module>],
persistent-data key naming (bns* prefix), one concern per file,
performance discipline (O(1) lookups, no polling).
2. Split economy_policy.js -> recipes_waystones.js + recipes_numismatics.js
Single-concern files. recipes_waystones removes ALL waystones
crafting (welcome.js distributes the only allowed waystone instead).
recipes_numismatics removes the 5 coin-denomination crafts.
3. NEW kubejs/server_scripts/bns_admin.js
/bns admin subcommands for OP diagnostics:
- info calling player's flags+counts
- waystone-count <player> read stored count
- waystone-set <player> <n> override stored count
- reset-welcome <player> clear bnsWelcomeGranted -- replays
the welcome grant on next login
Registered via ServerEvents.commandRegistry with Brigadier tree,
permission level 2 (OP). No performance cost (operator-triggered only).
4. Logging added to waystones_policy.js + welcome.js
Every action prints `[bns/<module>] ...` so server logs can be
filtered with `journalctl ... | grep '\[bns/'`.
Performance discipline applied:
- All event-handler lookups use Set.has (O(1)), not Array.includes
- No periodic tick polling anywhere
- No network calls in event handlers
- console.info is cheap (no string format unless logged)
Bumps to 0.20.0. Plot system V1 follows in v0.21.x as a separate
multi-file submodule under server_scripts/plots/.
This commit is contained in:
@@ -0,0 +1,61 @@
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# Brass & Sigil KubeJS scripts
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All custom server behaviour lives here. Files in this tree ship via the
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modpack manifest (see `scripts/Build-Pack.ps1` — `kubejs/` is in
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`managedRoots`), get synced to both server and client installs, and are
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loaded by KubeJS on startup.
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## File layout
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```
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kubejs/
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├── README.md this file
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│
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├── server_scripts/ Loaded by the SERVER's KubeJS on world load.
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│ ├── recipes_<x>.js Crafting-recipe overhauls per mod.
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│ ├── waystones_policy.js Waystones placement gating (1/player + bans).
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│ ├── welcome.js First-join grant: waystone + manual book.
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│ ├── cc_recipes.js Full ComputerCraft recipe overhaul.
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│ └── bns_admin.js /bns admin <subcommand> for OP diagnostics.
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│
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└── client_scripts/ Loaded by the CLIENT's KubeJS on game load.
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└── jei_hides.js Hide specific items from the JEI ingredient list.
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```
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## Conventions
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- **Logging prefix**: every console line uses `[bns/<module>]` so server
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logs can be filtered with `journalctl -u brass-sigil-server.service |
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grep '\[bns/'`. Keeps our output separate from mod output.
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- **One concern per file**. Recipe overhauls live in `recipes_<modname>`.
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Block/item policy goes in a `<thing>_policy.js`. Don't mix recipe
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removal with event listeners in the same file.
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- **Persistent player data** keys are prefixed `bns` to avoid clashing
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with other mods' use of `player.persistentData`. Currently used keys:
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- `bnsWaystoneCount` (int) — see `waystones_policy.js`
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- `bnsWelcomeGranted` (bool) — see `welcome.js`
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- **Performance**: hot-path event handlers (BlockEvents.placed/broken,
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PlayerEvents.loggedIn) must stay O(1). Use `Set` for ID lookups, never
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Array.includes inside an event handler. Avoid Modrinth/network calls
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in event handlers — never. No periodic-tick polling unless absolutely
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necessary.
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- **Server commands** are registered under the `/bns` namespace
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(`/bns admin ...`, future: `/bns plot ...`). See `bns_admin.js` for
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the registration pattern.
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## Diagnostics
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When something looks wrong in-game, first port of call:
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1. `/bns admin info` — prints active flags + counts for the running player
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2. `/bns admin waystone-count <player>` — read stored count
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3. `/bns admin reset-welcome <player>` — re-trigger the first-join grant
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4. Server log: `journalctl -u brass-sigil-server.service -f | grep '\[bns/'`
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## See also
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- `pack/overrides/defaultconfigs/` — first-run mod configs (auto-copied
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to `config/` by NeoForge on first launch only)
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- `scripts/Check-Deps.ps1` — pre-flight dep check, runs before any
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Deploy-Brass `-Stage Pack` deploy
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- The memory file `project-mc-player-economy.md` for the broader plan
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@@ -0,0 +1,89 @@
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// Brass & Sigil — admin commands (/bns admin ...)
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//
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// Diagnostic + maintenance commands for OPs. Players without OP level
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// (>= 2) get a permission-denied response from the command framework.
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//
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// Subcommand summary:
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// /bns admin info state of the calling player
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// /bns admin waystone-count <player> read stored count
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// /bns admin waystone-set <player> <n> override stored count
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// /bns admin reset-welcome <player> clear bnsWelcomeGranted flag
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// so the welcome grant fires again
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//
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// Adding new subcommands: follow the same `Commands.literal(...)
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// .then(...)` pattern below. Keep handlers cheap -- these are only run
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// on operator action so performance isn't critical, but make them
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// readable.
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ServerEvents.commandRegistry(event => {
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const { commands: Commands, arguments: Arguments } = event;
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const bnsAdmin = Commands.literal('bns')
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.then(Commands.literal('admin')
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.requires(src => src.hasPermission(2))
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// /bns admin info
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.then(Commands.literal('info').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 data = player.persistentData;
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const lines = [
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`Player: ${player.username} (${player.uuid})`,
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`bnsWaystoneCount = ${data.getInt('bnsWaystoneCount')}`,
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`bnsWelcomeGranted = ${data.getBoolean('bnsWelcomeGranted')}`,
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];
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lines.forEach(line => ctx.source.sendSystemMessage(Text.aqua(line)));
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console.info(`[bns/admin] info: ${player.username} -> ${JSON.stringify({
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waystones: data.getInt('bnsWaystoneCount'),
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welcomed: data.getBoolean('bnsWelcomeGranted'),
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})}`);
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return 1;
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}))
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// /bns admin waystone-count <player>
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.then(Commands.literal('waystone-count')
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.then(Commands.argument('target', Arguments.PLAYER.create(event))
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.executes(ctx => {
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const target = Arguments.PLAYER.getResult(ctx, 'target');
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const count = target.persistentData.getInt('bnsWaystoneCount');
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ctx.source.sendSystemMessage(Text.aqua(
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`${target.username} has bnsWaystoneCount = ${count}`
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));
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return 1;
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})))
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// /bns admin waystone-set <player> <n>
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.then(Commands.literal('waystone-set')
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.then(Commands.argument('target', Arguments.PLAYER.create(event))
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.then(Commands.argument('count', Arguments.INTEGER.create(event, 0, 1000))
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.executes(ctx => {
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const target = Arguments.PLAYER.getResult(ctx, 'target');
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const count = Arguments.INTEGER.getResult(ctx, 'count');
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target.persistentData.putInt('bnsWaystoneCount', count);
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ctx.source.sendSystemMessage(Text.gold(
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`Set ${target.username}'s bnsWaystoneCount = ${count}`
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));
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console.info(`[bns/admin] waystone-set: ${target.username} -> ${count}`);
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return 1;
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}))))
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// /bns admin reset-welcome <player>
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.then(Commands.literal('reset-welcome')
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.then(Commands.argument('target', Arguments.PLAYER.create(event))
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.executes(ctx => {
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const target = Arguments.PLAYER.getResult(ctx, 'target');
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target.persistentData.putBoolean('bnsWelcomeGranted', false);
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ctx.source.sendSystemMessage(Text.gold(
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`Cleared bnsWelcomeGranted for ${target.username}. ` +
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`They'll get the welcome packet again on next login.`
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));
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console.info(`[bns/admin] reset-welcome: ${target.username}`);
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return 1;
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})))
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);
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event.register(bnsAdmin);
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});
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@@ -1,26 +0,0 @@
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// Brass & Sigil — economy policy (recipe removal)
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//
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// Players can't craft Waystones items (they're distributed by the welcome
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// grant -- see welcome.js -- and any replacements come from the bank
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// vendor in the future). Players also can't manufacture currency: coins
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// only enter circulation through the bank exchange (item-in / coin-out).
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//
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// Other Numismatics blocks (piggy banks, bank tellers, vendor blocks) stay
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// craftable -- those are infrastructure, not currency.
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ServerEvents.recipes(event => {
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// Block ALL crafting of Waystones items. The welcome-grant script
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// gives each new player exactly one regular waystone; any further
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// recovery happens via OP /give or future bank vendor.
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event.remove({ mod: 'waystones' });
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// Block coin manufacturing only -- 5 denominations.
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// Real registry IDs: spur, bevel, cog, crown, sun.
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[
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'numismatics:spur',
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'numismatics:bevel',
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'numismatics:cog',
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'numismatics:crown',
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'numismatics:sun',
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].forEach(coin => event.remove({ output: coin }));
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});
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// Brass & Sigil — Numismatics coin recipe removal
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//
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// The 5 coin denominations cannot be crafted by players. All currency
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// enters circulation exclusively through the bank exchange (item-in /
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// coin-out). Initially with fixed rates admin-configured on Numismatics
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// vendor blocks; future dynamic-rates layer adjusts based on trade
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// volume (see project-mc-player-economy.md).
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//
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// Other Numismatics items (piggy banks, bank tellers, vendor blocks,
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// depositors, bank cards) stay craftable -- those are infrastructure,
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// not currency.
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const COIN_IDS = [
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'numismatics:spur',
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'numismatics:bevel',
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'numismatics:cog',
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'numismatics:crown',
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'numismatics:sun',
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];
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ServerEvents.recipes(event => {
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COIN_IDS.forEach(coin => event.remove({ output: coin }));
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console.info(`[bns/recipes_numismatics] removed crafting recipes for ${COIN_IDS.length} coin denominations`);
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});
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// Brass & Sigil — Waystones recipe removal
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//
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// All Waystones items are uncraftable. Players never see waystones,
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// sharestones, portstones, warp plates, warp scrolls or warp stones in
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// the recipe book or JEI search results (see also jei_hides.js on the
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// client side).
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//
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// Regular waystones are distributed exclusively via the first-join grant
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// (welcome.js). Replacement waystones for players who break theirs will
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// come from the bank vendor once the economy ships -- until then OPs
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// hand them out via /give.
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ServerEvents.recipes(event => {
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event.remove({ mod: 'waystones' });
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console.info('[bns/recipes_waystones] removed all waystones recipes');
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});
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@@ -62,6 +62,7 @@ BlockEvents.placed(event => {
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'That block is disabled. Use a regular Waystone (1 per player) ' +
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'That block is disabled. Use a regular Waystone (1 per player) ' +
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'and build transport between distant bases.'
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'and build transport between distant bases.'
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));
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));
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console.info(`[bns/waystones_policy] denied ${blockId} placement by ${player.username} (banned)`);
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return;
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return;
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}
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}
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@@ -74,9 +75,11 @@ BlockEvents.placed(event => {
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`You already have ${WAYSTONE_CAP} waystone. Break your existing one ` +
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`You already have ${WAYSTONE_CAP} waystone. Break your existing one ` +
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`to relocate, or build infrastructure to reach distant bases.`
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`to relocate, or build infrastructure to reach distant bases.`
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));
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));
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console.info(`[bns/waystones_policy] denied ${blockId} placement by ${player.username} (already at cap ${current})`);
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return;
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return;
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}
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}
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data.putInt('bnsWaystoneCount', current + 1);
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data.putInt('bnsWaystoneCount', current + 1);
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console.info(`[bns/waystones_policy] +1 waystone for ${player.username} (now ${current + 1})`);
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}
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}
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});
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});
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@@ -89,5 +92,6 @@ BlockEvents.broken(event => {
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const current = data.getInt('bnsWaystoneCount');
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const current = data.getInt('bnsWaystoneCount');
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if (current > 0) {
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if (current > 0) {
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data.putInt('bnsWaystoneCount', current - 1);
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data.putInt('bnsWaystoneCount', current - 1);
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console.info(`[bns/waystones_policy] -1 waystone for ${player.username} (now ${current - 1})`);
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}
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}
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});
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});
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@@ -46,6 +46,7 @@ PlayerEvents.loggedIn(event => {
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giveManual(player);
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giveManual(player);
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data.putBoolean(WELCOME_FLAG, true);
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data.putBoolean(WELCOME_FLAG, true);
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player.tell(Text.gold('Welcome to Brass & Sigil. Check your inventory for a Waystone and the server manual.'));
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player.tell(Text.gold('Welcome to Brass & Sigil. Check your inventory for a Waystone and the server manual.'));
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console.info(`[bns/welcome] granted starter packet to ${player.username}`);
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} catch (e) {
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} catch (e) {
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// If something goes wrong, don't set the flag -- player gets another chance.
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// If something goes wrong, don't set the flag -- player gets another chance.
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console.error(`[bns/welcome] failed for ${player.username}: ${e}`);
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console.error(`[bns/welcome] failed for ${player.username}: ${e}`);
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+1
-1
@@ -1,7 +1,7 @@
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{
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{
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"$schema": "Brass-and-Sigil pack.lock.json - generated, do not edit by hand unless you know what you are doing",
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"$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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"name": "Brass and Sigil",
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"version": "0.19.5",
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"version": "0.20.0",
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"minecraft": "1.21.1",
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"minecraft": "1.21.1",
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"loader": {
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"loader": {
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"type": "neoforge",
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"type": "neoforge",
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Reference in New Issue
Block a user