Files
Stargate/README.md
T
Michael Burgess 282c8cfdbb Fix frame flood-fill to follow diagonal (stepped) ring connections
Round/octagonal rings built the normal Minecraft way step diagonally
at the corners - two frame blocks touching only edge-to-edge, not
face-to-face. The scanner only checked the 6 face-adjacent neighbours,
so those blocks were treated as disconnected fragments and the whole
ring failed to register (or only a fraction of it did).

Frame discovery now flood-fills using all 26 surrounding offsets
instead of just the 6 faces. The geometric chevron walk needed the
same fix - its in-plane adjacency now checks 8 directions (orthogonal
+ diagonal) instead of 4, so stepped rings still produce a clean
single-loop walk instead of falling back to evenly-spaced chevrons.

Interior/iris flood-fill is intentionally left orthogonal-only: since
it only ever moves face-to-face, a diagonal-only frame corner already
blocks it from slipping past, so enclosure detection didn't need to
change.
2026-08-09 11:04:20 -04:00

91 lines
4.3 KiB
Markdown

# Stargate
A network-aware Stargate portal plugin for PaperMC, with sign-based dialing and
cross-server travel over Velocity or BungeeCord.
## Modules
| Module | What it is |
|---|---|
| `stargate-common` | Shared models + JDBC storage (SQLite / MySQL) used only by the Paper plugin |
| `stargate-paper` | The actual gate plugin — install this on every backend server |
| `stargate-velocity` | Proxy companion for Velocity — install on the proxy only if using cross-server gates |
| `stargate-bungee` | Same, for BungeeCord/Waterfall |
Build everything with `./gradlew build`. Jars land in each module's `build/libs/`.
## Building a gate
There's no fixed size or shape - build any single connected ring out of
`gate.frame-materials` (default: obsidian, gold block, gilded blackstone, birch/oak
planks) with a fully sealed hollow interior. No gaps; the interior must be enclosed.
"Connected" includes the usual diagonal stepping a round/octagonal ring needs at its
corners (blocks touching only edge-to-edge or corner-to-corner still count), so a
circular build doesn't need every block to share a full face with the next.
Chevrons aren't a separate material you place. When the gate is linked, the plugin
flood-fills the ring, walks it in geometric order, and picks out the blocks that stick
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
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
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`,
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.
If punching a block doesn't work, the plugin tells you exactly why in chat - wrong
material, unsealed interior, too far from the sign, etc.
## Using a gate
- **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 fills with `gate.iris-material` (default water). Walk into it to
teleport. It auto-closes after `dialing.open-seconds`.
## Multi-world
Gates are addressed by network name, not world — a gate on any loaded world can dial
any other gate on the same network regardless of world, exactly like same-server
cross-world travel in the original Stargate mod.
## Cross-server (Velocity / Bungee)
1. Set `storage.type: mysql` in every backend server's `config.yml` and point them at
the **same** database — this is how servers see each other's gates.
2. Give each backend a unique `server-id` in `config.yml` that matches its name in
the proxy config (`velocity.toml` / `config.yml` servers list).
3. Set `cross-server.enabled: true` on every backend.
4. Drop `stargate-velocity` (or `stargate-bungee`) into the proxy's plugin folder.
When a player dials a gate hosted on another backend, the Paper plugin asks the
proxy (over the `stargate:teleport` plugin channel) to connect the player to that
server; once they land, the proxy forwards a delivery message so the destination
server's Stargate instance teleports them to the gate's exit point.
## Permissions
- `stargate.use` (default: true) — dial/cycle gates
- `stargate.create` (default: op) — build new gates
- `stargate.destroy` (default: op) — break your own gates
- `stargate.admin` (default: op) — reload, break/manage any gate
## Commands
- `/sg list [network]`
- `/sg destroy` (look at a gate's sign)
- `/sg reload`