econ: sell shop + bounty engine + player commands + FTB Ranks 13-tier #67
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// Brass and Sigil -- /bns sell shop (Phase 1 of the economy)
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//
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// Players sell raw commodities to "the Bazaar" for spurs. Implementation:
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// - Command-driven for now: /bns sell <item> [count]
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// - When the bnstoolkit mod ships, a Numismatics shop block in the
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// Merchant's Bazaar will call the same backend.
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//
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// Mechanics per docs/economy-system.md §11.4:
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// - Base price per item is configured below in SELL_PRICES
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// - Bazaar charges a base 25% fee, reduced by the player's tier
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// discount (read from player.persistentData.bnsTier).
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// - Diminishing returns: each player has a per-item lifetime-sales
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// counter. Price reduces 10% per 64 sold, floored at 50% of base.
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//
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// Storage:
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// player.persistentData.bnsSales -- compound map: item_id -> int count
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// ─── Sell catalogue ─────────────────────────────────────────────────
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// Add/remove items here. Prices are pre-fee, pre-DR — "list price."
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const SELL_PRICES = {
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'minecraft:diamond': 10,
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'minecraft:netherite_ingot': 100,
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'minecraft:emerald': 1,
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'minecraft:gold_ingot': 2,
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'minecraft:iron_ingot': 1, // small unit value; sell in stacks
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'minecraft:lapis_lazuli': 1,
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'minecraft:redstone': 1,
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'minecraft:coal': 1, // 4 coal = 1 spur after DR + fee
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'minecraft:ancient_debris': 500, // raw, rare
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};
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// Constants like BAZAAR_BASE_FEE_PCT live in 00_tier_system.js.
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// Coin handling (COIN_VALUES, DENOMS_DESC, giveCoins) lives in plots.js.
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// All top-level `const`/`function` declarations are in the shared
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// Rhino global scope, so we just call them directly here.
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const DR_STEP = 64; // every N sold => price drops a step
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const DR_DECAY = 0.10; // 10% drop per step
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const DR_FLOOR = 0.50; // never below 50% of base
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// ─── Sales tracker ─────────────────────────────────────────────────
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function getSalesMap(player) {
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const data = player.persistentData;
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if (!data.contains('bnsSales')) {
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data.put('bnsSales', {});
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}
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return data.getCompound('bnsSales');
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}
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function lifetimeSold(player, itemId) {
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const map = getSalesMap(player);
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return map.contains(itemId) ? map.getInt(itemId) : 0;
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}
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function recordSale(player, itemId, count) {
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const map = getSalesMap(player);
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const prev = map.contains(itemId) ? map.getInt(itemId) : 0;
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map.putInt(itemId, prev + count);
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}
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// ─── Pricing ───────────────────────────────────────────────────────
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// Effective per-unit payout for the player after DR + fee.
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// Worked example for a Peasant selling their first diamond:
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// base = 10
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// DR multiplier = max(0.50, 1 - 0 * 0.10) = 1.0
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// pre-fee per unit = 10
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// tier discount = 0, effective fee = 25%
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// payout = floor(10 * 0.75) = 7
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function effectivePayout(player, itemId, count) {
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const base = SELL_PRICES[itemId];
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if (!base) return 0;
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const sold = lifetimeSold(player, itemId);
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// average DR multiplier across the units being sold this transaction.
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// Approximated by midpoint of the range.
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const midSteps = Math.floor((sold + count / 2) / DR_STEP);
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const drMult = Math.max(DR_FLOOR, 1 - midSteps * DR_DECAY);
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const feePct = bnsTier.effectiveShopFeePct(player);
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const grossPerUnit = base * drMult;
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const netPerUnit = grossPerUnit * (1 - feePct / 100);
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return Math.floor(netPerUnit * count);
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}
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// Display-only single-unit price (for /bns sell list)
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function singleUnitPriceDisplay(player, itemId) {
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const base = SELL_PRICES[itemId];
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if (!base) return '-';
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const sold = lifetimeSold(player, itemId);
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const steps = Math.floor(sold / DR_STEP);
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const drMult = Math.max(DR_FLOOR, 1 - steps * DR_DECAY);
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const feePct = bnsTier.effectiveShopFeePct(player);
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const net = base * drMult * (1 - feePct / 100);
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return Math.floor(net).toString();
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}
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// ─── Inventory helpers ─────────────────────────────────────────────
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function takeFromInventory(player, itemId, count) {
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let remaining = count;
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const inv = player.inventory;
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for (let i = 0; i < inv.containerSize && remaining > 0; i++) {
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const stack = inv.getItem(i);
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if (stack.id !== itemId) continue;
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const take = Math.min(stack.count, remaining);
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stack.shrink(take);
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remaining -= take;
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}
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return count - remaining; // how many were actually taken
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}
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function countInInventory(player, itemId) {
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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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if (stack.id === itemId) total += stack.count;
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}
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return total;
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}
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// ─── Commands ──────────────────────────────────────────────────────
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ServerEvents.commandRegistry(event => {
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const { commands: Commands, arguments: Arguments } = event;
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const sellCmd = Commands.literal('bns')
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.then(Commands.literal('sell')
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// /bns sell list
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.then(Commands.literal('list').executes(ctx => {
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const player = ctx.source.player;
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if (!player) { ctx.source.sendSystemMessage(Text.red('Run from a player context.')); return 0; }
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const feeNow = bnsTier.effectiveShopFeePct(player);
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ctx.source.sendSystemMessage(Text.aqua(`--- Bazaar sell prices (your effective fee: ${feeNow}%) ---`));
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for (const itemId of Object.keys(SELL_PRICES)) {
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const base = SELL_PRICES[itemId];
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const now = singleUnitPriceDisplay(player, itemId);
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const sold = lifetimeSold(player, itemId);
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ctx.source.sendSystemMessage(Text.gray(
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` ${itemId} base ${base} -> you get ${now} (you've sold ${sold})`
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));
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}
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ctx.source.sendSystemMessage(Text.gray('Sell: /bns sell <item-id> [count] (omit count to sell 1)'));
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return 1;
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}))
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// /bns sell <item-id> [count]
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.then(Commands.argument('item', Arguments.STRING.create(event))
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.executes(ctx => {
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return doSell(ctx, Arguments.STRING.getResult(ctx, 'item'), 1);
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})
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.then(Commands.argument('count', Arguments.INTEGER.create(event))
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.executes(ctx => {
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const item = Arguments.STRING.getResult(ctx, 'item');
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const count = Arguments.INTEGER.getResult(ctx, 'count');
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return doSell(ctx, item, count);
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})))
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);
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event.register(sellCmd);
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});
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function doSell(ctx, itemId, count) {
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const player = ctx.source.player;
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if (!player) { ctx.source.sendSystemMessage(Text.red('Run from a player context.')); return 0; }
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if (!SELL_PRICES[itemId]) {
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player.tell(Text.red(`The Bazaar doesn't buy '${itemId}'. Try /bns sell list.`));
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return 0;
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}
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if (count < 1) {
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player.tell(Text.red('Count must be at least 1.'));
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return 0;
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}
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const have = countInInventory(player, itemId);
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if (have < count) {
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player.tell(Text.red(`You only have ${have}x ${itemId} (need ${count}).`));
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return 0;
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}
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const payout = effectivePayout(player, itemId, count);
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if (payout <= 0) {
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player.tell(Text.red(`Payout would be 0 spurs (DR + fee). Wait or upgrade your tier.`));
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return 0;
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}
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const taken = takeFromInventory(player, itemId, count);
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if (taken !== count) {
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// Defensive: shouldn't happen — countInInventory said we had enough
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player.tell(Text.red(`Failed to remove ${count}x ${itemId} (took ${taken}). Aborting.`));
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return 0;
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}
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recordSale(player, itemId, count);
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giveCoins(player, payout); // shared from plots.js
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player.tell(Text.gold(`Sold ${count}x ${itemId} for ${payout} spurs.`));
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console.info(`[bns/sell] ${player.username} sold ${count}x ${itemId} for ${payout} spurs (lifetime ${lifetimeSold(player, itemId)})`);
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return 1;
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}
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console.info('[bns/sell_shop] loaded — 9 items in catalogue, DR + tier-fee active');
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@@ -0,0 +1,347 @@
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// Brass and Sigil -- bounty engine V1 (command-driven)
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//
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// Per docs/economy-system.md §4-5:
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// Each player has a per-day pool of available bounties drawn randomly
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// from BOUNTY_POOL. They can accept up to TIER.dailyBountySlots active
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// at once. Completing the objective marks the bounty READY -- they
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// then turn it in to claim the spur reward. Cancellation applies the
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// same cooldown as completion (no RNG shopping).
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//
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// V1 turn-in is a command. When the bnstoolkit mod ships, the Adventurer's
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// Guild NPC will be the turn-in surface and this command becomes a
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// fallback/debug path.
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//
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// Player commands:
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// /bns bounty list -- today's available bounties
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// /bns bounty active -- your accepted bounties
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// /bns bounty accept <id>
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// /bns bounty cancel <id>
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// /bns bounty turnin <id>
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// /bns bounty completed -- your completed bounties + cooldowns
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//
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// Bounty state per player (in player.persistentData):
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// bnsBountyPool compound { id -> 1 } -- today's available 5
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// bnsBountyPoolRefresh long -- epoch ms of last roll
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// bnsBountyActive compound { id -> { progress, target, reward, source, ready? } }
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// bnsBountyCompleted compound { id -> cooldown_until_ms }
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const BOUNTY_POOL_SIZE = 5;
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const BOUNTY_REFRESH_MS = 24 * 60 * 60 * 1000; // 24h
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const BOUNTY_COOLDOWN_MS = 24 * 60 * 60 * 1000; // 24h cooldown after complete or cancel
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// ─── Bounty catalogue ───────────────────────────────────────────────
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// Each bounty: { id, name, target, count, type, reward, source }
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// target = entity id ('minecraft:zombie') OR resource for non-kill bounties
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// type = 'kill' (V1 only supports kill bounties)
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// reward = spurs paid on turn-in
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// source = guild name (for flavour in messages)
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const BOUNTY_POOL = [
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// ── Easy: novice-tier mobs ──
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{ id: 'b_zombie_10', name: 'Slay 10 Zombies', target: 'minecraft:zombie', count: 10, type: 'kill', reward: 15, source: "Adventurer's Guild" },
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{ id: 'b_skeleton_10', name: 'Slay 10 Skeletons', target: 'minecraft:skeleton', count: 10, type: 'kill', reward: 15, source: "Adventurer's Guild" },
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{ id: 'b_spider_8', name: 'Slay 8 Spiders', target: 'minecraft:spider', count: 8, type: 'kill', reward: 12, source: "Adventurer's Guild" },
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{ id: 'b_creeper_5', name: 'Slay 5 Creepers', target: 'minecraft:creeper', count: 5, type: 'kill', reward: 20, source: "Adventurer's Guild" },
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{ id: 'b_drowned_8', name: 'Slay 8 Drowned', target: 'minecraft:drowned', count: 8, type: 'kill', reward: 18, source: "Adventurer's Guild" },
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{ id: 'b_husk_8', name: 'Slay 8 Husks', target: 'minecraft:husk', count: 8, type: 'kill', reward: 18, source: "Adventurer's Guild" },
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// ── Medium: nether basic ──
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{ id: 'b_blaze_5', name: 'Slay 5 Blazes', target: 'minecraft:blaze', count: 5, type: 'kill', reward: 50, source: "Adventurer's Guild" },
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{ id: 'b_piglin_8', name: 'Slay 8 Piglins', target: 'minecraft:piglin', count: 8, type: 'kill', reward: 40, source: "Adventurer's Guild" },
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{ id: 'b_magma_6', name: 'Slay 6 Magma Cubes', target: 'minecraft:magma_cube', count: 6, type: 'kill', reward: 30, source: "Adventurer's Guild" },
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{ id: 'b_ghast_3', name: 'Slay 3 Ghasts', target: 'minecraft:ghast', count: 3, type: 'kill', reward: 60, source: "Adventurer's Guild" },
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// ── Medium: modded ─
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{ id: 'b_plunderer_5', name: 'Hunt 5 Plunderers', target: 'supplementaries:plunderer', count: 5, type: 'kill', reward: 75, source: "Adventurer's Guild" },
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// ── Hard: nether elites + end ──
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{ id: 'b_witch_3', name: 'Slay 3 Witches', target: 'minecraft:witch', count: 3, type: 'kill', reward: 80, source: "Adventurer's Guild" },
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{ id: 'b_enderman_5', name: 'Slay 5 Endermen', target: 'minecraft:enderman', count: 5, type: 'kill', reward: 90, source: "Adventurer's Guild" },
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{ id: 'b_wither_skel_3', name: 'Slay 3 Wither Skeletons', target: 'minecraft:wither_skeleton', count: 3, type: 'kill', reward: 150, source: "Adventurer's Guild" },
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{ id: 'b_shulker_3', name: 'Slay 3 Shulkers', target: 'minecraft:shulker', count: 3, type: 'kill', reward: 200, source: "Adventurer's Guild" },
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// ── Boss tier (rare picks) ──
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{ id: 'b_warden_1', name: 'Slay the Warden', target: 'minecraft:warden', count: 1, type: 'kill', reward: 800, source: "Adventurer's Guild" },
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{ id: 'b_voidworm_1', name: 'Destroy a Void Worm', target: 'alexsmobs:void_worm', count: 1, type: 'kill', reward: 1200, source: "Adventurer's Guild" },
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{ id: 'b_warped_mosco_1', name: 'Slay a Warped Mosco', target: 'alexsmobs:warped_mosco', count: 1, type: 'kill', reward: 700, source: "Adventurer's Guild" },
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{ id: 'b_farseer_1', name: 'Slay the Farseer', target: 'alexsmobs:farseer', count: 1, type: 'kill', reward: 900, source: "Adventurer's Guild" },
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{ id: 'b_skreecher_1', name: 'Slay a Skreecher', target: 'alexsmobs:skreecher', count: 1, type: 'kill', reward: 400, source: "Adventurer's Guild" },
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];
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// Index pool by id for O(1) lookup
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const BOUNTY_INDEX = {};
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for (const b of BOUNTY_POOL) BOUNTY_INDEX[b.id] = b;
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// ─── Player tier → slot cap ─────────────────────────────────────────
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const TIER_BOUNTY_SLOTS = [0, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 10];
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function playerBountySlotCap(player) {
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const data = player.persistentData;
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const tier = data.contains('bnsTier') ? data.getInt('bnsTier') : 1;
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const safe = (tier >= 1 && tier <= 13) ? tier : 1;
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return TIER_BOUNTY_SLOTS[safe];
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}
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// ─── Compound storage helpers ───────────────────────────────────────
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function getActiveMap(player) {
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const d = player.persistentData;
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if (!d.contains('bnsBountyActive')) d.put('bnsBountyActive', {});
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return d.getCompound('bnsBountyActive');
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}
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function getCompletedMap(player) {
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const d = player.persistentData;
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if (!d.contains('bnsBountyCompleted')) d.put('bnsBountyCompleted', {});
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return d.getCompound('bnsBountyCompleted');
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}
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function getPoolList(player) {
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const d = player.persistentData;
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if (!d.contains('bnsBountyPool')) d.put('bnsBountyPool', {});
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return d.getCompound('bnsBountyPool');
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}
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// ─── Daily pool refresh ─────────────────────────────────────────────
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function nowMs() { return Date.now(); }
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function rollDailyPool(player) {
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const eligible = BOUNTY_POOL.slice(); // shallow copy
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// Filter out bounties still on cooldown
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const completed = getCompletedMap(player);
|
||||||
|
const now = nowMs();
|
||||||
|
const available = eligible.filter(b => {
|
||||||
|
if (!completed.contains(b.id)) return true;
|
||||||
|
return completed.getLong(b.id) <= now;
|
||||||
|
});
|
||||||
|
// Shuffle and pick top BOUNTY_POOL_SIZE
|
||||||
|
for (let i = available.length - 1; i > 0; i--) {
|
||||||
|
const j = Math.floor(Math.random() * (i + 1));
|
||||||
|
const t = available[i]; available[i] = available[j]; available[j] = t;
|
||||||
|
}
|
||||||
|
const picked = available.slice(0, BOUNTY_POOL_SIZE);
|
||||||
|
const pool = getPoolList(player);
|
||||||
|
// Clear old pool entries
|
||||||
|
for (const k of pool.getAllKeys()) pool.remove(k);
|
||||||
|
for (const b of picked) pool.putInt(b.id, 1);
|
||||||
|
player.persistentData.putLong('bnsBountyPoolRefresh', now);
|
||||||
|
console.info(`[bns/bounty] rolled pool for ${player.username}: ${picked.map(b=>b.id).join(', ')}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
function ensurePoolFresh(player) {
|
||||||
|
const d = player.persistentData;
|
||||||
|
const lastRoll = d.contains('bnsBountyPoolRefresh') ? d.getLong('bnsBountyPoolRefresh') : 0;
|
||||||
|
if (nowMs() - lastRoll > BOUNTY_REFRESH_MS) {
|
||||||
|
rollDailyPool(player);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ─── Active-bounty management ───────────────────────────────────────
|
||||||
|
function activeBountyCount(player) {
|
||||||
|
return getActiveMap(player).getAllKeys().size();
|
||||||
|
}
|
||||||
|
|
||||||
|
function addActiveBounty(player, bountyDef) {
|
||||||
|
const map = getActiveMap(player);
|
||||||
|
const entry = {};
|
||||||
|
entry['progress'] = 0;
|
||||||
|
entry['target'] = bountyDef.count;
|
||||||
|
entry['reward'] = bountyDef.reward;
|
||||||
|
entry['source'] = bountyDef.source;
|
||||||
|
entry['name'] = bountyDef.name;
|
||||||
|
entry['ready'] = false;
|
||||||
|
entry['targetId'] = bountyDef.target;
|
||||||
|
entry['type'] = bountyDef.type;
|
||||||
|
map.put(bountyDef.id, entry);
|
||||||
|
}
|
||||||
|
|
||||||
|
function removeActiveBounty(player, bountyId) {
|
||||||
|
getActiveMap(player).remove(bountyId);
|
||||||
|
}
|
||||||
|
|
||||||
|
function markCooldown(player, bountyId) {
|
||||||
|
getCompletedMap(player).putLong(bountyId, nowMs() + BOUNTY_COOLDOWN_MS);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ─── Progress hook: increment matching active bounties on kill ──────
|
||||||
|
EntityEvents.death(event => {
|
||||||
|
const src = event.source.player;
|
||||||
|
if (!src) return;
|
||||||
|
const player = src;
|
||||||
|
const killedId = event.entity.type;
|
||||||
|
|
||||||
|
const active = getActiveMap(player);
|
||||||
|
let updated = false;
|
||||||
|
for (const id of active.getAllKeys()) {
|
||||||
|
const entry = active.getCompound(id);
|
||||||
|
if (entry.getString('type') !== 'kill') continue;
|
||||||
|
if (entry.getString('targetId') !== killedId) continue;
|
||||||
|
if (entry.getBoolean('ready')) continue;
|
||||||
|
const newProgress = entry.getInt('progress') + 1;
|
||||||
|
entry.putInt('progress', newProgress);
|
||||||
|
if (newProgress >= entry.getInt('target')) {
|
||||||
|
entry.putBoolean('ready', true);
|
||||||
|
player.tell(Text.gold(`Bounty READY: ${entry.getString('name')}. Turn in with /bns bounty turnin ${id}`));
|
||||||
|
} else {
|
||||||
|
// Light progress notification every few kills to not spam
|
||||||
|
if (newProgress === 1 || newProgress === entry.getInt('target') - 1 || newProgress % 5 === 0) {
|
||||||
|
player.tell(Text.gray(`Bounty progress: ${entry.getString('name')} — ${newProgress}/${entry.getInt('target')}`));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
updated = true;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
// ─── Commands ──────────────────────────────────────────────────────
|
||||||
|
ServerEvents.commandRegistry(event => {
|
||||||
|
const { commands: Commands, arguments: Arguments } = event;
|
||||||
|
|
||||||
|
const bountyCmd = Commands.literal('bns')
|
||||||
|
.then(Commands.literal('bounty')
|
||||||
|
|
||||||
|
// /bns bounty list
|
||||||
|
.then(Commands.literal('list').executes(ctx => {
|
||||||
|
const player = ctx.source.player;
|
||||||
|
if (!player) { ctx.source.sendSystemMessage(Text.red('Run from a player context.')); return 0; }
|
||||||
|
ensurePoolFresh(player);
|
||||||
|
const pool = getPoolList(player);
|
||||||
|
const cap = playerBountySlotCap(player);
|
||||||
|
const active = activeBountyCount(player);
|
||||||
|
player.tell(Text.aqua(`--- Today's bounties (active: ${active}/${cap}) ---`));
|
||||||
|
if (pool.getAllKeys().size() === 0) {
|
||||||
|
player.tell(Text.gray(' (No bounties currently available — check back in 24h)'));
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
for (const id of pool.getAllKeys()) {
|
||||||
|
const b = BOUNTY_INDEX[id];
|
||||||
|
if (!b) continue;
|
||||||
|
const accepted = getActiveMap(player).contains(id);
|
||||||
|
const tag = accepted ? '§a[ACCEPTED]§7' : '§7';
|
||||||
|
player.tell(Text.gray(` ${tag} ${id} "${b.name}" reward: ${b.reward} spurs`));
|
||||||
|
}
|
||||||
|
player.tell(Text.gray('Accept: /bns bounty accept <id>'));
|
||||||
|
return 1;
|
||||||
|
}))
|
||||||
|
|
||||||
|
// /bns bounty active
|
||||||
|
.then(Commands.literal('active').executes(ctx => {
|
||||||
|
const player = ctx.source.player;
|
||||||
|
if (!player) { ctx.source.sendSystemMessage(Text.red('Run from a player context.')); return 0; }
|
||||||
|
const active = getActiveMap(player);
|
||||||
|
const cap = playerBountySlotCap(player);
|
||||||
|
player.tell(Text.aqua(`--- Active bounties (${active.getAllKeys().size()}/${cap}) ---`));
|
||||||
|
if (active.getAllKeys().size() === 0) {
|
||||||
|
player.tell(Text.gray(' (No active bounties — accept some with /bns bounty list)'));
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
for (const id of active.getAllKeys()) {
|
||||||
|
const e = active.getCompound(id);
|
||||||
|
const flag = e.getBoolean('ready') ? '§e[READY]§7' : '§7';
|
||||||
|
player.tell(Text.gray(
|
||||||
|
` ${flag} ${id} "${e.getString('name')}" ${e.getInt('progress')}/${e.getInt('target')} reward: ${e.getInt('reward')} spurs`
|
||||||
|
));
|
||||||
|
}
|
||||||
|
player.tell(Text.gray('Turn in: /bns bounty turnin <id> Cancel: /bns bounty cancel <id>'));
|
||||||
|
return 1;
|
||||||
|
}))
|
||||||
|
|
||||||
|
// /bns bounty accept <id>
|
||||||
|
.then(Commands.literal('accept').then(Commands.argument('id', Arguments.STRING.create(event))
|
||||||
|
.executes(ctx => {
|
||||||
|
const player = ctx.source.player;
|
||||||
|
if (!player) { ctx.source.sendSystemMessage(Text.red('Run from a player context.')); return 0; }
|
||||||
|
const id = Arguments.STRING.getResult(ctx, 'id');
|
||||||
|
ensurePoolFresh(player);
|
||||||
|
const pool = getPoolList(player);
|
||||||
|
if (!pool.contains(id)) {
|
||||||
|
player.tell(Text.red(`Bounty ${id} isn't in your pool today. Use /bns bounty list.`));
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
if (getActiveMap(player).contains(id)) {
|
||||||
|
player.tell(Text.red(`You've already accepted ${id}.`));
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
const cap = playerBountySlotCap(player);
|
||||||
|
if (activeBountyCount(player) >= cap) {
|
||||||
|
player.tell(Text.red(`You're at your bounty cap (${cap}). Turn in or cancel one first.`));
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
const b = BOUNTY_INDEX[id];
|
||||||
|
addActiveBounty(player, b);
|
||||||
|
player.tell(Text.gold(`Accepted: ${b.name}. Reward: ${b.reward} spurs on turn-in.`));
|
||||||
|
console.info(`[bns/bounty] ${player.username} accepted ${id}`);
|
||||||
|
return 1;
|
||||||
|
})))
|
||||||
|
|
||||||
|
// /bns bounty cancel <id>
|
||||||
|
.then(Commands.literal('cancel').then(Commands.argument('id', Arguments.STRING.create(event))
|
||||||
|
.executes(ctx => {
|
||||||
|
const player = ctx.source.player;
|
||||||
|
if (!player) { ctx.source.sendSystemMessage(Text.red('Run from a player context.')); return 0; }
|
||||||
|
const id = Arguments.STRING.getResult(ctx, 'id');
|
||||||
|
const active = getActiveMap(player);
|
||||||
|
if (!active.contains(id)) {
|
||||||
|
player.tell(Text.red(`You haven't accepted ${id}.`));
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
removeActiveBounty(player, id);
|
||||||
|
markCooldown(player, id);
|
||||||
|
player.tell(Text.gold(`Cancelled ${id}. Cooldown applied (24h) — quest will return to your pool tomorrow.`));
|
||||||
|
console.info(`[bns/bounty] ${player.username} cancelled ${id}`);
|
||||||
|
return 1;
|
||||||
|
})))
|
||||||
|
|
||||||
|
// /bns bounty turnin <id>
|
||||||
|
.then(Commands.literal('turnin').then(Commands.argument('id', Arguments.STRING.create(event))
|
||||||
|
.executes(ctx => {
|
||||||
|
const player = ctx.source.player;
|
||||||
|
if (!player) { ctx.source.sendSystemMessage(Text.red('Run from a player context.')); return 0; }
|
||||||
|
const id = Arguments.STRING.getResult(ctx, 'id');
|
||||||
|
const active = getActiveMap(player);
|
||||||
|
if (!active.contains(id)) {
|
||||||
|
player.tell(Text.red(`You haven't accepted ${id}.`));
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
const entry = active.getCompound(id);
|
||||||
|
if (!entry.getBoolean('ready')) {
|
||||||
|
player.tell(Text.red(
|
||||||
|
`${entry.getString('name')} isn't complete yet (${entry.getInt('progress')}/${entry.getInt('target')}).`
|
||||||
|
));
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
const reward = entry.getInt('reward');
|
||||||
|
removeActiveBounty(player, id);
|
||||||
|
markCooldown(player, id);
|
||||||
|
giveCoins(player, reward); // shared helper from plots.js
|
||||||
|
player.tell(Text.gold(`Turn-in: ${entry.getString('name')} — paid ${reward} spurs.`));
|
||||||
|
console.info(`[bns/bounty] ${player.username} turned in ${id} for ${reward} spurs`);
|
||||||
|
return 1;
|
||||||
|
})))
|
||||||
|
|
||||||
|
// /bns bounty completed
|
||||||
|
.then(Commands.literal('completed').executes(ctx => {
|
||||||
|
const player = ctx.source.player;
|
||||||
|
if (!player) { ctx.source.sendSystemMessage(Text.red('Run from a player context.')); return 0; }
|
||||||
|
const completed = getCompletedMap(player);
|
||||||
|
const now = nowMs();
|
||||||
|
player.tell(Text.aqua(`--- Completed / cooldown bounties ---`));
|
||||||
|
if (completed.getAllKeys().size() === 0) {
|
||||||
|
player.tell(Text.gray(' (None yet)'));
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
for (const id of completed.getAllKeys()) {
|
||||||
|
const until = completed.getLong(id);
|
||||||
|
const b = BOUNTY_INDEX[id];
|
||||||
|
const name = b ? b.name : id;
|
||||||
|
if (until <= now) {
|
||||||
|
player.tell(Text.gray(` ${id} "${name}" cooldown expired`));
|
||||||
|
} else {
|
||||||
|
const hrs = Math.floor((until - now) / 3600000);
|
||||||
|
const min = Math.floor(((until - now) % 3600000) / 60000);
|
||||||
|
player.tell(Text.gray(` ${id} "${name}" cooldown ${hrs}h ${min}m`));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return 1;
|
||||||
|
}))
|
||||||
|
);
|
||||||
|
|
||||||
|
event.register(bountyCmd);
|
||||||
|
});
|
||||||
|
|
||||||
|
console.info('[bns/bounty_engine] loaded — ' + BOUNTY_POOL.length + ' bounties in catalogue');
|
||||||
@@ -0,0 +1,146 @@
|
|||||||
|
// Brass and Sigil -- player-facing economy commands
|
||||||
|
//
|
||||||
|
// /bns help overview of every /bns subcommand
|
||||||
|
// /bns me quick economic status (tier, balance, plots, bounties)
|
||||||
|
// /bns tier upgrade pay spurs to advance to the next tier
|
||||||
|
//
|
||||||
|
// Player-facing tier upgrade pays spurs, increments the NBT tier, and
|
||||||
|
// runs `ftbranks add <player> <rankId>` so FTB Ranks applies the rank's
|
||||||
|
// permission nodes (ftbchunks.max_claimed_chunks etc.).
|
||||||
|
|
||||||
|
// FTB Ranks rank ID per tier number (must match
|
||||||
|
// pack/overrides/world/serverconfig/ftbranks/ranks.snbt)
|
||||||
|
const TIER_RANK_ID = [
|
||||||
|
null, // 0 unused
|
||||||
|
'peasant',
|
||||||
|
'farmer',
|
||||||
|
'citizen',
|
||||||
|
'merchant',
|
||||||
|
'knight',
|
||||||
|
'baron',
|
||||||
|
'viscount',
|
||||||
|
'earl',
|
||||||
|
'marquess',
|
||||||
|
'duke',
|
||||||
|
'archduke',
|
||||||
|
'grand_duke',
|
||||||
|
'sovereign',
|
||||||
|
];
|
||||||
|
|
||||||
|
ServerEvents.commandRegistry(event => {
|
||||||
|
const { commands: Commands } = event;
|
||||||
|
|
||||||
|
const playerCmds = Commands.literal('bns')
|
||||||
|
|
||||||
|
// /bns help
|
||||||
|
.then(Commands.literal('help').executes(ctx => {
|
||||||
|
const lines = [
|
||||||
|
'§6═══ Brass and Sigil — economy commands ═══',
|
||||||
|
'§eGeneral:',
|
||||||
|
'§7 /bns help this list',
|
||||||
|
'§7 /bns me your economy status',
|
||||||
|
'§eCivic tier:',
|
||||||
|
'§7 /bns tier upgrade pay spurs to advance to next tier',
|
||||||
|
'§eSpawn plots:',
|
||||||
|
'§7 /bns plot list browse available plots',
|
||||||
|
'§7 /bns plot info <id> details for one plot',
|
||||||
|
'§7 /bns plot buy <id> purchase a plot (uses a tier slot)',
|
||||||
|
'§7 /bns plot release <id> release a plot (50% refund)',
|
||||||
|
'§7 /bns plot mine list plots you own',
|
||||||
|
'§eBazaar (sell raw commodities):',
|
||||||
|
'§7 /bns sell list prices for items you can sell',
|
||||||
|
'§7 /bns sell <item-id> [count] sell items from your inventory',
|
||||||
|
'§eBounties:',
|
||||||
|
'§7 /bns bounty list today\'s available bounties',
|
||||||
|
'§7 /bns bounty active your accepted bounties',
|
||||||
|
'§7 /bns bounty accept <id> accept a bounty',
|
||||||
|
'§7 /bns bounty cancel <id> drop a bounty (cooldown applies)',
|
||||||
|
'§7 /bns bounty turnin <id> claim reward for a completed bounty',
|
||||||
|
'§7 /bns bounty completed bounties on cooldown',
|
||||||
|
'§eAdmin (op level 2):',
|
||||||
|
'§7 /bns admin info your raw NBT state',
|
||||||
|
'§7 /bns admin tier get|set|list',
|
||||||
|
'§7 /bns admin waystone-count|waystone-set|reset-welcome',
|
||||||
|
];
|
||||||
|
for (const l of lines) ctx.source.sendSystemMessage(Text.of(l));
|
||||||
|
return 1;
|
||||||
|
}))
|
||||||
|
|
||||||
|
// /bns me — quick status
|
||||||
|
.then(Commands.literal('me').executes(ctx => {
|
||||||
|
const player = ctx.source.player;
|
||||||
|
if (!player) { ctx.source.sendSystemMessage(Text.red('Run from a player context.')); return 0; }
|
||||||
|
const tier = bnsTier.get(player);
|
||||||
|
const cfg = bnsTier.config(tier);
|
||||||
|
const balance = countCoins(player); // shared helper from plots.js
|
||||||
|
const ownedPlots = plotsOwnedBy(player.uuid.toString());
|
||||||
|
const plotCap = playerPlotSlotCap(player);
|
||||||
|
const activeBounties = getActiveMap(player);
|
||||||
|
const bountyCap = playerBountySlotCap(player);
|
||||||
|
const feePct = bnsTier.effectiveShopFeePct(player);
|
||||||
|
|
||||||
|
const lines = [
|
||||||
|
'§6═══ ' + player.username + ' — economy status ═══',
|
||||||
|
'§eCivic tier: §f' + tier + '. ' + cfg.name,
|
||||||
|
'§eSpur balance: §f' + balance,
|
||||||
|
'§ePlots owned: §f' + ownedPlots.length + ' / ' + plotCap,
|
||||||
|
'§eActive bounties: §f' + activeBounties.getAllKeys().size() + ' / ' + bountyCap,
|
||||||
|
'§eBazaar fee: §f' + feePct + '%',
|
||||||
|
'§eWilderness cap: §f' + cfg.wildernessChunks + ' chunks',
|
||||||
|
];
|
||||||
|
if (tier < 13) {
|
||||||
|
const next = bnsTier.config(tier + 1);
|
||||||
|
lines.push('§eNext tier: §f' + next.name + ' (' + next.cost + ' spurs to upgrade)');
|
||||||
|
} else {
|
||||||
|
lines.push('§eNext tier: §f— you are Sovereign, the peak of the realm.');
|
||||||
|
}
|
||||||
|
for (const l of lines) player.tell(Text.of(l));
|
||||||
|
return 1;
|
||||||
|
}))
|
||||||
|
|
||||||
|
// /bns tier upgrade
|
||||||
|
.then(Commands.literal('tier').then(Commands.literal('upgrade').executes(ctx => {
|
||||||
|
const player = ctx.source.player;
|
||||||
|
if (!player) { ctx.source.sendSystemMessage(Text.red('Run from a player context.')); return 0; }
|
||||||
|
const cur = bnsTier.get(player);
|
||||||
|
if (cur >= bnsTier.MAX) {
|
||||||
|
player.tell(Text.gold('You\'re already Sovereign. There is no higher rank.'));
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
const nextTier = cur + 1;
|
||||||
|
const nextCfg = bnsTier.config(nextTier);
|
||||||
|
const balance = countCoins(player);
|
||||||
|
if (balance < nextCfg.cost) {
|
||||||
|
player.tell(Text.red(
|
||||||
|
'Upgrade to ' + nextCfg.name + ' costs ' + nextCfg.cost + ' spurs. You have ' + balance + '.'
|
||||||
|
));
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
const took = takeCoins(player, nextCfg.cost);
|
||||||
|
if (took < nextCfg.cost) {
|
||||||
|
giveCoins(player, took);
|
||||||
|
player.tell(Text.red('Coin removal failed — refunded. Try again.'));
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
// Promote via FTB Ranks
|
||||||
|
const rankId = TIER_RANK_ID[nextTier];
|
||||||
|
Utils.server.runCommandSilent('ftbranks add ' + player.username + ' ' + rankId);
|
||||||
|
// Mirror to NBT
|
||||||
|
bnsTier.set(player, nextTier);
|
||||||
|
player.tell(Text.gold(
|
||||||
|
'╔══ You have been elevated to ' + nextCfg.name + '! ══╗'
|
||||||
|
));
|
||||||
|
player.tell(Text.gold(
|
||||||
|
' ' + nextCfg.wildernessChunks + ' wilderness chunks · ' +
|
||||||
|
nextCfg.plotSlots + ' plot slots · ' +
|
||||||
|
nextCfg.dailyBountySlots + ' bounty slots · ' +
|
||||||
|
(Math.max(0, 25 + nextCfg.shopFeeDiscount)) + '% Bazaar fee'
|
||||||
|
));
|
||||||
|
console.info('[bns/tier] ' + player.username + ' upgraded to tier ' + nextTier + ' (' + nextCfg.name + ') for ' + nextCfg.cost + ' spurs');
|
||||||
|
return 1;
|
||||||
|
})));
|
||||||
|
|
||||||
|
event.register(playerCmds);
|
||||||
|
});
|
||||||
|
|
||||||
|
console.info('[bns/player_commands] loaded — /bns help, /bns me, /bns tier upgrade');
|
||||||
@@ -135,12 +135,25 @@ function ownerOf(plotId) {
|
|||||||
return map.contains(plotId) ? map.getString(plotId) : null;
|
return map.contains(plotId) ? map.getString(plotId) : null;
|
||||||
}
|
}
|
||||||
|
|
||||||
function plotOwnedBy(playerUuid) {
|
function plotsOwnedBy(playerUuid) {
|
||||||
const map = getOwnerMap();
|
const map = getOwnerMap();
|
||||||
|
const owned = [];
|
||||||
for (const key of map.getAllKeys()) {
|
for (const key of map.getAllKeys()) {
|
||||||
if (map.getString(key) === playerUuid) return key;
|
if (map.getString(key) === playerUuid) owned.push(key);
|
||||||
}
|
}
|
||||||
return null;
|
return owned;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Per-tier plot slot cap. Index = tier 1-13. Mirrors TIER_CONFIG.plotSlots
|
||||||
|
// in 00_tier_system.js — kept duplicated here because KubeJS Rhino doesn't
|
||||||
|
// allow cross-script globals (strict mode). See feedback-kubejs-rhino-gotchas.
|
||||||
|
const TIER_PLOT_SLOTS = [0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 5, 6, 7, 10];
|
||||||
|
|
||||||
|
function playerPlotSlotCap(player) {
|
||||||
|
const data = player.persistentData;
|
||||||
|
const tier = data.contains('bnsTier') ? data.getInt('bnsTier') : 1;
|
||||||
|
const safe = (tier >= 1 && tier <= 13) ? tier : 1;
|
||||||
|
return TIER_PLOT_SLOTS[safe];
|
||||||
}
|
}
|
||||||
|
|
||||||
function recordPurchase(plotId, playerUuid) {
|
function recordPurchase(plotId, playerUuid) {
|
||||||
@@ -247,10 +260,18 @@ ServerEvents.commandRegistry(event => {
|
|||||||
player.tell(Text.red(`Plot ${id} is already owned.`));
|
player.tell(Text.red(`Plot ${id} is already owned.`));
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
const existing = plotOwnedBy(player.uuid.toString());
|
// Tier-based slot cap.
|
||||||
if (existing) {
|
const owned = plotsOwnedBy(player.uuid.toString());
|
||||||
|
const cap = playerPlotSlotCap(player);
|
||||||
|
if (cap <= 0) {
|
||||||
player.tell(Text.red(
|
player.tell(Text.red(
|
||||||
`You already own plot ${existing}. Release it first with /bns plot release.`
|
`Your current tier doesn't allow plot ownership. Upgrade your civic tier first.`
|
||||||
|
));
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
if (owned.length >= cap) {
|
||||||
|
player.tell(Text.red(
|
||||||
|
`You're at your plot-slot cap (${owned.length}/${cap}). Release one with /bns plot release <id>, or upgrade your tier for more slots.`
|
||||||
));
|
));
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
@@ -271,33 +292,68 @@ ServerEvents.commandRegistry(event => {
|
|||||||
recordPurchase(id, player.uuid.toString());
|
recordPurchase(id, player.uuid.toString());
|
||||||
claimChunksForPlayer(plot, player);
|
claimChunksForPlayer(plot, player);
|
||||||
player.tell(Text.gold(
|
player.tell(Text.gold(
|
||||||
`Plot ${id} (${plot.name}) is now yours. Paid ${plot.price} spurs.`
|
`Plot ${id} (${plot.name}) is now yours. Paid ${plot.price} spurs. Slots used: ${owned.length + 1}/${cap}.`
|
||||||
));
|
));
|
||||||
console.info(`[bns/plots] ${player.username} bought ${id} for ${plot.price} spurs`);
|
console.info(`[bns/plots] ${player.username} bought ${id} for ${plot.price} spurs (slot ${owned.length + 1}/${cap})`);
|
||||||
return 1;
|
return 1;
|
||||||
})))
|
})))
|
||||||
|
|
||||||
// /bns plot release
|
// /bns plot release <id>
|
||||||
.then(Commands.literal('release').executes(ctx => {
|
// Requires the plot id explicitly. If a player owns multiple plots
|
||||||
|
// (high-tier), they must say which one. The old "release with no
|
||||||
|
// arg" shortcut is gone -- explicitness wins for safety.
|
||||||
|
.then(Commands.literal('release').then(plotIdArg().executes(ctx => {
|
||||||
const player = ctx.source.player;
|
const player = ctx.source.player;
|
||||||
if (!player) {
|
if (!player) {
|
||||||
ctx.source.sendSystemMessage(Text.red('Run from a player context.'));
|
ctx.source.sendSystemMessage(Text.red('Run from a player context.'));
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
const id = plotOwnedBy(player.uuid.toString());
|
const id = Arguments.STRING.getResult(ctx, 'id');
|
||||||
if (!id) {
|
const ownerUuid = ownerOf(id);
|
||||||
player.tell(Text.red(`You don't own a plot.`));
|
if (ownerUuid !== player.uuid.toString()) {
|
||||||
|
player.tell(Text.red(`You don't own plot ${id}.`));
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
const plot = PLOT_DEFS.get(id);
|
const plot = PLOT_DEFS.get(id);
|
||||||
|
if (!plot) {
|
||||||
|
player.tell(Text.red(`Plot ${id} has no definition -- something's wrong.`));
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
const refund = Math.floor(plot.price * REFUND_FRACTION);
|
const refund = Math.floor(plot.price * REFUND_FRACTION);
|
||||||
unclaimChunksForPlayer(plot, player);
|
unclaimChunksForPlayer(plot, player);
|
||||||
clearOwner(id);
|
clearOwner(id);
|
||||||
giveCoins(player, refund);
|
giveCoins(player, refund);
|
||||||
|
const owned = plotsOwnedBy(player.uuid.toString());
|
||||||
|
const cap = playerPlotSlotCap(player);
|
||||||
player.tell(Text.gold(
|
player.tell(Text.gold(
|
||||||
`Released plot ${id}. Refunded ${refund} spurs (${Math.round(REFUND_FRACTION*100)}% of ${plot.price}).`
|
`Released plot ${id}. Refunded ${refund} spurs (${Math.round(REFUND_FRACTION*100)}% of ${plot.price}). Slots used: ${owned.length}/${cap}.`
|
||||||
));
|
));
|
||||||
console.info(`[bns/plots] ${player.username} released ${id}, refunded ${refund} spurs`);
|
console.info(`[bns/plots] ${player.username} released ${id}, refunded ${refund} spurs (now ${owned.length}/${cap})`);
|
||||||
|
return 1;
|
||||||
|
})))
|
||||||
|
|
||||||
|
// /bns plot mine -- show plots the current player owns
|
||||||
|
.then(Commands.literal('mine').executes(ctx => {
|
||||||
|
const player = ctx.source.player;
|
||||||
|
if (!player) {
|
||||||
|
ctx.source.sendSystemMessage(Text.red('Run from a player context.'));
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
const owned = plotsOwnedBy(player.uuid.toString());
|
||||||
|
const cap = playerPlotSlotCap(player);
|
||||||
|
if (owned.length === 0) {
|
||||||
|
player.tell(Text.gray(`You own no plots. Available slots at your tier: ${cap}`));
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
player.tell(Text.aqua(`You own ${owned.length}/${cap} plots:`));
|
||||||
|
for (const pid of owned) {
|
||||||
|
const plot = PLOT_DEFS.get(pid);
|
||||||
|
if (plot) {
|
||||||
|
player.tell(Text.gray(` ${pid} "${plot.name}" ${plot.size} ${plot.price} spurs`));
|
||||||
|
} else {
|
||||||
|
player.tell(Text.red(` ${pid} (orphaned -- plot definition missing)`));
|
||||||
|
}
|
||||||
|
}
|
||||||
return 1;
|
return 1;
|
||||||
}))
|
}))
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,122 @@
|
|||||||
|
{
|
||||||
|
# Brass and Sigil 13-tier civic ladder.
|
||||||
|
# Permission nodes:
|
||||||
|
# ftbchunks.max_claimed_chunks — wilderness chunk allowance
|
||||||
|
# ftbchunks.max_force_loaded_chunks — force-load allowance (~15% of claim cap)
|
||||||
|
# ftbranks.name_format — chat colour for this rank
|
||||||
|
# Mirrors TIER_CONFIG in pack/overrides/kubejs/server_scripts/economy/00_tier_system.js.
|
||||||
|
# Tier upgrade flow: KubeJS sets player.persistentData.bnsTier AND runs
|
||||||
|
# /ftbranks add <player> <rankId> to apply this rank's permission nodes.
|
||||||
|
|
||||||
|
peasant: {
|
||||||
|
name: "Peasant"
|
||||||
|
power: 1
|
||||||
|
condition: "always_active"
|
||||||
|
ftbchunks.max_claimed_chunks: 9
|
||||||
|
ftbchunks.max_force_loaded_chunks: 1
|
||||||
|
ftbranks.name_format: "&7{name}"
|
||||||
|
}
|
||||||
|
|
||||||
|
farmer: {
|
||||||
|
name: "Farmer"
|
||||||
|
power: 2
|
||||||
|
ftbchunks.max_claimed_chunks: 18
|
||||||
|
ftbchunks.max_force_loaded_chunks: 2
|
||||||
|
ftbranks.name_format: "&7{name}"
|
||||||
|
}
|
||||||
|
|
||||||
|
citizen: {
|
||||||
|
name: "Citizen"
|
||||||
|
power: 3
|
||||||
|
ftbchunks.max_claimed_chunks: 35
|
||||||
|
ftbchunks.max_force_loaded_chunks: 4
|
||||||
|
ftbranks.name_format: "&f{name}"
|
||||||
|
}
|
||||||
|
|
||||||
|
merchant: {
|
||||||
|
name: "Merchant"
|
||||||
|
power: 4
|
||||||
|
ftbchunks.max_claimed_chunks: 60
|
||||||
|
ftbchunks.max_force_loaded_chunks: 8
|
||||||
|
ftbranks.name_format: "&e{name}"
|
||||||
|
}
|
||||||
|
|
||||||
|
knight: {
|
||||||
|
name: "Knight"
|
||||||
|
power: 5
|
||||||
|
ftbchunks.max_claimed_chunks: 100
|
||||||
|
ftbchunks.max_force_loaded_chunks: 12
|
||||||
|
ftbranks.name_format: "&a{name}"
|
||||||
|
}
|
||||||
|
|
||||||
|
baron: {
|
||||||
|
name: "Baron"
|
||||||
|
power: 6
|
||||||
|
ftbchunks.max_claimed_chunks: 150
|
||||||
|
ftbchunks.max_force_loaded_chunks: 18
|
||||||
|
ftbranks.name_format: "&b{name}"
|
||||||
|
}
|
||||||
|
|
||||||
|
viscount: {
|
||||||
|
name: "Viscount"
|
||||||
|
power: 7
|
||||||
|
ftbchunks.max_claimed_chunks: 220
|
||||||
|
ftbchunks.max_force_loaded_chunks: 26
|
||||||
|
ftbranks.name_format: "&9{name}"
|
||||||
|
}
|
||||||
|
|
||||||
|
earl: {
|
||||||
|
name: "Earl"
|
||||||
|
power: 8
|
||||||
|
ftbchunks.max_claimed_chunks: 300
|
||||||
|
ftbchunks.max_force_loaded_chunks: 36
|
||||||
|
ftbranks.name_format: "&5{name}"
|
||||||
|
}
|
||||||
|
|
||||||
|
marquess: {
|
||||||
|
name: "Marquess"
|
||||||
|
power: 9
|
||||||
|
ftbchunks.max_claimed_chunks: 400
|
||||||
|
ftbchunks.max_force_loaded_chunks: 50
|
||||||
|
ftbranks.name_format: "&6{name}"
|
||||||
|
}
|
||||||
|
|
||||||
|
duke: {
|
||||||
|
name: "Duke"
|
||||||
|
power: 10
|
||||||
|
ftbchunks.max_claimed_chunks: 525
|
||||||
|
ftbchunks.max_force_loaded_chunks: 65
|
||||||
|
ftbranks.name_format: "&6{name}"
|
||||||
|
}
|
||||||
|
|
||||||
|
archduke: {
|
||||||
|
name: "Archduke"
|
||||||
|
power: 11
|
||||||
|
ftbchunks.max_claimed_chunks: 700
|
||||||
|
ftbchunks.max_force_loaded_chunks: 85
|
||||||
|
ftbranks.name_format: "&c{name}"
|
||||||
|
}
|
||||||
|
|
||||||
|
grand_duke: {
|
||||||
|
name: "Grand Duke"
|
||||||
|
power: 12
|
||||||
|
ftbchunks.max_claimed_chunks: 900
|
||||||
|
ftbchunks.max_force_loaded_chunks: 110
|
||||||
|
ftbranks.name_format: "&c{name}"
|
||||||
|
}
|
||||||
|
|
||||||
|
sovereign: {
|
||||||
|
name: "Sovereign"
|
||||||
|
power: 13
|
||||||
|
ftbchunks.max_claimed_chunks: 1500
|
||||||
|
ftbchunks.max_force_loaded_chunks: 200
|
||||||
|
ftbranks.name_format: "&d{name}"
|
||||||
|
}
|
||||||
|
|
||||||
|
admin: {
|
||||||
|
name: "Admin"
|
||||||
|
power: 1000
|
||||||
|
condition: "op"
|
||||||
|
ftbranks.name_format: "&2{name}"
|
||||||
|
}
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user