Fix one-way travel, rework iris to SG-1 mechanics, glowstone chevrons, pin-locked shield

One-way travel bug: the exit point landed players directly inside the
destination gate's own iris footprint. Since dialing opens both ends,
arriving there immediately re-triggered the teleport listener and
bounced them straight back - reading exactly like one-way travel.
GateManager.computeSafeLanding now nudges the landing spot along the
player's travel direction until it clears the destination's iris
blocks, and GateTeleportListener adds a short per-player cooldown as a
second guard against re-trigger. Same-server teleports now also
preserve the player's exact yaw/pitch and velocity instead of forcing
a fixed stored orientation, so entering forward always means exiting
forward; the cross-server plugin-messaging protocol was extended to
carry yaw/pitch through the proxy hop for the same reason.

Iris rework to match SG-1 rather than a binary open/closed gate:
- Idle (not connected): iris-idle-material, default AIR - you see
  straight through an inactive ring, not a wall.
- Connected: iris-open-material (WATER, the event horizon) unless the
  gate's separate iris shield is closed, in which case
  iris-shield-material (IRON_BLOCK) blocks travel even though the
  wormhole is active.
- A button placed directly below the control sign toggles the shield
  (GateIrisButtonListener). Closing needs nothing; opening a gate with
  a pin code set (/sg pin <code>) prompts the player to type it in
  chat within gate.pin-timeout-seconds first.

Also: gate.chevron-lit-material default changed from gilded blackstone
to glowstone per feedback.
This commit is contained in:
Michael Burgess
2026-08-09 11:36:17 -04:00
parent 190f875d23
commit b822389387
13 changed files with 387 additions and 70 deletions
+25 -9
View File
@@ -34,19 +34,22 @@ further outward than their immediate ring-neighbours - the "elbow" points of the
shape, which is where a real Stargate's chevrons sit (an 11-wide octagonal ring like
the reference design naturally produces 7 of them: the top apex, the four shoulder
elbows, and the two side bumps). Those blocks swap to `gate.chevron-lit-material`
(default gilded blackstone) while dialing/open, and revert to whatever they looked
like at rest when the gate closes - so a chevron can rest as plain obsidian and blend
(default glowstone) while dialing/open, and revert to whatever they looked like at
rest when the gate closes - so a chevron can rest as plain obsidian and blend
invisibly into the frame until it lights up.
1. Build the ring.
2. Place a sign anywhere - it doesn't need to touch the frame, so it can act like a DHD
2. Optionally place a button directly below where you'll put the sign - this becomes
the iris shield toggle (see below). Not required; a gate without one just has no
shield control.
3. Place a sign anywhere - it doesn't need to touch the frame, so it can act like a DHD
console standing apart from the gate - with:
- Line 1: `[Stargate]`
- Line 2: network name (blank = default network)
- Line 3: gate name (blank = auto-generated)
- Line 4: `hidden` to keep it out of the cycle list, `fixed:GateName` to lock this
gate to always dial `GateName` (no right-click cycling), or blank
3. The sign will show "Punch the gate (30s)". Within `gate.link-timeout-seconds`,
4. The sign will show "Punch the gate (30s)". Within `gate.link-timeout-seconds`,
left-click (punch) any frame block, within `gate.max-link-distance` of the sign.
The plugin scans out from that block and links the sign to it.
@@ -57,11 +60,21 @@ material, unsealed interior, too far from the sign, etc.
- **Right-click** the sign: cycles the destination shown on line 3 among the other
gates on the same network.
- **Left-click** the sign: dials the shown destination chevrons light in sequence,
then the interior switches from `gate.iris-closed-material` (default bedrock - solid,
nothing can pass through a closed/idle gate) to `gate.iris-open-material` (default
water, the "event horizon"). Walk into it to teleport. It auto-closes after
`dialing.open-seconds`, switching the interior back to bedrock.
- **Left-click** the sign: dials the shown destination - chevrons light in sequence,
then the interior switches from `gate.iris-idle-material` (default air - an idle gate
is just an empty ring you can see straight through) to either the event horizon
(`gate.iris-open-material`, default water) or, if the iris shield is closed, to
`gate.iris-shield-material` (default iron block) instead, blocking travel even
though the gate is actively connected. It auto-closes after `dialing.open-seconds`,
switching back to the idle material either way.
- Walking into the event horizon teleports you to the connected gate, arriving just
clear of its iris (never inside it - that would immediately teleport you right back)
and still facing whatever direction you were already walking, so entering forward
always means exiting forward.
- **Right-click a button placed directly below the sign** toggles the iris shield.
Closing it never needs anything extra. If the gate has a pin set (`/sg pin <code>`),
opening a closed shield prompts you to type the code in chat within
`gate.pin-timeout-seconds` before it'll open.
## Multi-world
@@ -93,5 +106,8 @@ server's Stargate instance teleports them to the gate's exit point.
## Commands
- `/sg list [network]`
- `/sg networks`
- `/sg destroy` (look at a gate's sign)
- `/sg pin <code|clear>` (look at a gate's sign) — requires that code in chat before a
closed iris shield will open on that gate
- `/sg reload`