Replace flood-fill scanner with an exact gate template
Instead of guessing a gate's shape by flood-filling connected frame material, the plugin now matches a fixed ASCII template against the world (gate.template in config.yml), the same idea as the classic Stargate plugin's .gate files. Default is an 11x11 ring with 7 chevrons at their real positions rather than auto-spaced. - New GateTemplate parses the '*'/'1'/'2'/'0' grid. - New GateTemplateScanner tries every plausible alignment of a punched block against a frame/chevron cell, then verifies the rest of the template matches; no more flood-fill leak/enclosure diagnostics needed since the shape is exact. - The player's look direction at punch time (snapped to N/S/E/W) decides whether template columns run along world X or Z; this facing is now stored in Gate.facing (repurposing the old sign-attachment field) so restarts can re-scan deterministically. - Exit-teleport yaw now comes from that stored facing instead of a geometric guess. - Removed gate.chevron-count/max-frame-blocks/max-iris-blocks/ min-frame-blocks - the template itself defines size and chevrons.
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@@ -16,29 +16,52 @@ Build everything with `./gradlew build`. Jars land in each module's `build/libs/
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## Building a gate
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1. Build a fully-enclosed ring out of any block(s) in `gate.frame-materials` (default:
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obsidian, gold block, gilded blackstone, birch/oak planks). Leave the middle hollow.
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No gaps - the ring must be a sealed loop.
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2. Nothing else to build for chevrons. On creation, the plugin automatically picks
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`gate.chevron-count` (default 6) frame blocks, evenly spaced around the ring, and
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remembers what they looked like at rest. While dialing/open those blocks swap to
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`gate.chevron-lit-material` (default gilded blackstone); closing the gate restores
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them to their original block, so a chevron can rest as plain obsidian and blend
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invisibly into the frame until it lights up.
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3. Place a sign anywhere - it doesn't need to touch the frame, so it can act like a DHD
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A gate's shape is a fixed template in `config.yml` (`gate.template`), matched exactly
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against the world - not flood-filled or guessed. The default is an 11x11 ring with 7
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chevrons, laid out top row to bottom row:
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```
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00000000000
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0000*1*0000
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00012221000
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00*22222*00
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0*2222222*0
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01222222210
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0*2222222*0
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00*22222*00
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00012221000
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0000***0000
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00000000000
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```
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- `*` — frame block, never touched by the plugin. Must be one of `gate.frame-materials`
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(default: obsidian, gold block, gilded blackstone, birch/oak planks).
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- `1` — a chevron: a frame block (same material rules as `*`) that swaps to
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`gate.chevron-lit-material` (default gilded blackstone) while dialing/open, then
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reverts to whatever it looked like at rest when the gate closes. So a chevron can
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rest as plain obsidian and blend invisibly into the frame until it lights up.
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- `2` — interior ("iris"), filled with `gate.iris-material` (default water) while open.
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- `0` — ignored, not part of the gate.
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Build it in a single vertical plane, one block thick, aligned to the world's X or Z
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axis (facing north/south/east/west - not built at an angle). Edit `gate.template` in
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`config.yml` if you want a different size or chevron count/placement.
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1. Build the frame to match the template.
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2. Place a sign anywhere - it doesn't need to touch the frame, so it can act like a DHD
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console standing apart from the gate - with:
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- Line 1: `[Stargate]`
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- Line 2: network name (blank = default network)
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- Line 3: gate name (blank = auto-generated)
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- Line 4: `hidden` to keep it out of the cycle list, `fixed:GateName` to lock this
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gate to always dial `GateName` (no right-click cycling), or blank
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4. The sign will show "Punch the gate (30s)". Within `gate.link-timeout-seconds`,
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left-click (punch) any block of the frame ring, within `gate.max-link-distance` of
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the sign. The plugin flood-fills out from that block, confirms it's a fully enclosed
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ring, and links the sign to it.
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3. The sign will show "Punch the gate (30s)". Within `gate.link-timeout-seconds`, stand
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facing the gate square-on and left-click (punch) any `*` or `1` block, within
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`gate.max-link-distance` of the sign. The plugin matches the template against the
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world starting from that block and links the sign to it.
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If punching a block doesn't work, the plugin tells you exactly why in chat - an
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unrecognized frame material, a gap in the ring, too far from the sign, etc.
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If punching a block doesn't work, the plugin tells you exactly why in chat - wrong
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material, no orientation of the template lines up, too far from the sign, etc.
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## Using a gate
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