Files
brass-and-sigil/pack/overrides/kubejs/server_scripts/economy/04_player_commands.js
T
Matt ffff3bc78d econ: sell shop + bounty engine + player commands + FTB Ranks 13-tier
Foundation economy stack — fully command-driven, ready for the custom
UI mod to layer on top later. Built tonight as a single feature batch.

KubeJS scripts:
  pack/overrides/kubejs/server_scripts/economy/
    00_tier_system.js       — 13-tier ladder + admin commands
    02_sell_shop.js         — /bns sell, 9 items, DR + tier-fee
    03_bounty_engine.js     — /bns bounty, 20 bounties, state machine
    04_player_commands.js   — /bns help, /bns me, /bns tier upgrade

plots.js: updated to support multi-plot ownership based on tier slots
  - plotsOwnedBy() returns list, slot cap from TIER_PLOT_SLOTS table
  - /bns plot release now requires plot id (multiple plots possible)
  - /bns plot mine added

FTB Ranks server config:
  pack/overrides/world/serverconfig/ftbranks/ranks.snbt
  13 ranks with ftbchunks.max_claimed_chunks scaling per tier:
    Peasant 9 -> Sovereign 1500 (chunks)
    Peasant 1 -> Sovereign 200 (force-loaded)
  Name format colour codes match the design doc.

Player command surface (everything callable from chat or Telegram bridge):
  /bns help                          full command listing
  /bns me                            tier, balance, plots, bounties
  /bns tier upgrade                  pay spurs, advance to next tier
  /bns plot list|info|buy|release|mine
  /bns sell list|<item> [count]
  /bns bounty list|active|accept|cancel|turnin|completed
  /bns admin tier get|set|list       (op level 2)
  /bns admin info|waystone-*|reset-welcome  (pre-existing)

Tier upgrade flow:
  1. Player runs /bns tier upgrade
  2. KubeJS takes spurs from inventory
  3. KubeJS sets player.persistentData.bnsTier += 1
  4. KubeJS runs `ftbranks add <player> <rank>` so FTB Ranks applies
     the permission nodes (chunk allowance auto-flips)

Cross-file scope: KubeJS 2101 runs all server_scripts in shared Rhino
global scope. Constants (TIER_CONFIG, COIN_VALUES, bnsTier object,
shared functions like giveCoins/countCoins/takeCoins) are declared
once in their owning file and referenced from siblings. Don't redeclare.

Blocked tonight (deferred):
  - Villager trade rebalance: KubeJS 2101.7.2 doesn't ship a
    villagerTrades event. ServerEvents only exposes command/loaded/
    recipes/registry/tags/tick/unloaded. Verified by grepping the
    KubeJS jar's ServerEvents class. No KubeJS-villager-trade addon
    on Modrinth for NeoForge 1.21.1. Either build into the custom
    mod or add a third-party trade-overrides mod (research pending).
  - Custom mod UI screens: no Java toolchain on host, and these
    need visual iteration with the user anyway.

Verified live: server boots clean, all 4 economy scripts log loaded,
port 25565 binds, no EcmaError or EvaluatorException in KubeJS log.
FTB Ranks reload via rcon confirms "Ranks reloaded from disk!"

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-06 23:55:42 +00:00

147 lines
6.8 KiB
JavaScript

// 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');