Chevron placement: the "protruding elbow" heuristic marked every
convex corner of a smooth ring as a chevron, which for a true
octagon/circle is *every* corner - producing 8 chevrons instead of a
deliberate subset. Replaced with a fixed, configurable count
(gate.chevron-count, default 7) evenly spaced along the ring's actual
geometric walk order.
Frame flood-fill leaking into unrelated structures: the diagonal
("stepped ring") connectivity fix from two commits ago used a full 3D
26-neighbor search, which let the flood leak sideways through the
ring's thickness into any other nearby structure sharing a frame
material (e.g. gilded blackstone used decoratively on a backdrop
wall), putting chevrons on it. The scan now bootstraps with a small
orthogonal-only flood to find the ring's plane first, then only
allows diagonal connectivity within that plane - never through depth.
One-way travel, properly this time: RuntimeGate gained an `outgoing`
flag, set true only on the gate that was actually dialed. The
teleport listener now only matches outgoing gates, so the destination
shows the event horizon but isn't walkable - stepping into it does
nothing, and only the dialing side can send a player anywhere.
Iris shield: it's a physical barrier independent of the wormhole, not
tied to "connected" state. Closed always means iris-shield-material
(default changed from IRON_BLOCK to BEDROCK per feedback), whether or
not the gate is even dialed right now. Only when the shield is open
does the idle/connected distinction (air vs event horizon) apply.
applyIrisMaterial() centralizes this so link, restart re-scan,
open/close, and the shield toggle all agree.
113 lines
5.8 KiB
Markdown
113 lines
5.8 KiB
Markdown
# Stargate
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A network-aware Stargate portal plugin for PaperMC, with sign-based dialing and
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cross-server travel over Velocity or BungeeCord.
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## Modules
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| Module | What it is |
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| `stargate-common` | Shared models + JDBC storage (SQLite / MySQL) used only by the Paper plugin |
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| `stargate-paper` | The actual gate plugin — install this on every backend server |
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| `stargate-velocity` | Proxy companion for Velocity — install on the proxy only if using cross-server gates |
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| `stargate-bungee` | Same, for BungeeCord/Waterfall |
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Build everything with `./gradlew build`. Jars land in each module's `build/libs/`.
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## Building a gate
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There's no fixed size or shape - build any single connected ring out of
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`gate.frame-materials` (default: obsidian, gold block, gilded blackstone, birch/oak
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planks) with a fully sealed hollow interior. No gaps; the interior must be enclosed.
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"Connected" includes the usual diagonal stepping a round/octagonal ring needs at its
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corners (blocks touching only edge-to-edge or corner-to-corner still count), so a
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circular build doesn't need every block to share a full face with the next.
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Build it free-standing, one block thick, in a single flat plane (a vertical ring
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facing a direction, like all the examples above) - the plugin figures out which axis
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is the ring's "thickness" and only looks for the interior within that plane, so it
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doesn't try to flood-fill out through the open air in front of and behind the gate.
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Chevrons aren't a separate material you place. When the gate is linked, the plugin
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flood-fills the ring, walks it in geometric order, and picks `gate.chevron-count`
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(default 7) blocks evenly spaced around the ring's actual perimeter. Those blocks
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swap to `gate.chevron-lit-material` (default glowstone) while dialing/open, and
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revert to whatever they 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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1. Build the ring.
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2. Optionally place a button directly below where you'll put the sign - this becomes
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the iris shield toggle (see below). Not required; a gate without one just has no
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shield control.
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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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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 frame block, within `gate.max-link-distance` of the sign.
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The plugin scans out 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 - wrong
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material, unsealed interior, too far from the sign, etc.
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## Using a gate
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- **Right-click** the sign: cycles the destination shown on line 3 among the other
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gates on the same network.
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- **Left-click** the sign: dials the shown destination - chevrons light in sequence,
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then the interior becomes the event horizon (`gate.iris-open-material`, default
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water) and travel opens up. It auto-closes after `dialing.open-seconds`.
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- Travel is **one-way**: only the gate you dialed *from* can send you anywhere.
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Walking into its event horizon teleports you to the destination, arriving just
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clear of its iris (never inside it) and still facing whatever direction you were
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already walking, so entering forward always means exiting forward. The
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destination's horizon is visible but not walkable - stepping into it does nothing,
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same as a real Stargate only running one direction at a time.
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- The **iris shield** is a separate, physical thing from the wormhole connection.
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**Right-click a button placed directly below the sign** to toggle it. Closed means
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closed - `gate.iris-shield-material` (default bedrock), solid, blocking everything -
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whether or not the gate is even connected right now. With the shield open, the
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interior just reflects the connection state: `gate.iris-idle-material` (default air)
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if idle, or the event horizon if actively dialed. Closing needs nothing extra;
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if the gate has a pin set (`/sg pin <code>`), opening a closed shield prompts you
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to type the code in chat within `gate.pin-timeout-seconds` before it'll open.
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## Multi-world
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Gates are addressed by network name, not world — a gate on any loaded world can dial
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any other gate on the same network regardless of world, exactly like same-server
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cross-world travel in the original Stargate mod.
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## Cross-server (Velocity / Bungee)
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1. Set `storage.type: mysql` in every backend server's `config.yml` and point them at
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the **same** database — this is how servers see each other's gates.
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2. Give each backend a unique `server-id` in `config.yml` that matches its name in
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the proxy config (`velocity.toml` / `config.yml` servers list).
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3. Set `cross-server.enabled: true` on every backend.
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4. Drop `stargate-velocity` (or `stargate-bungee`) into the proxy's plugin folder.
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When a player dials a gate hosted on another backend, the Paper plugin asks the
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proxy (over the `stargate:teleport` plugin channel) to connect the player to that
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server; once they land, the proxy forwards a delivery message so the destination
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server's Stargate instance teleports them to the gate's exit point.
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## Permissions
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- `stargate.use` (default: true) — dial/cycle gates
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- `stargate.create` (default: op) — build new gates
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- `stargate.destroy` (default: op) — break your own gates
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- `stargate.admin` (default: op) — reload, break/manage any gate
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## Commands
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- `/sg list [network]`
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- `/sg networks`
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- `/sg destroy` (look at a gate's sign)
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- `/sg pin <code|clear>` (look at a gate's sign) — requires that code in chat before a
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closed iris shield will open on that gate
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- `/sg reload`
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