Files
Stargate/README.md
T
Michael Burgess 8932dfed29 Fix chevron over-count, plane-lock diagonal frame connectivity, true one-way travel, iris shield independence
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.
2026-08-09 11:52:04 -04:00

113 lines
5.8 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.
Build it free-standing, one block thick, in a single flat plane (a vertical ring
facing a direction, like all the examples above) - the plugin figures out which axis
is the ring's "thickness" and only looks for the interior within that plane, so it
doesn't try to flood-fill out through the open air in front of and behind the gate.
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 `gate.chevron-count`
(default 7) blocks evenly spaced around the ring's actual perimeter. Those blocks
swap to `gate.chevron-lit-material` (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. 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
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.
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 becomes the event horizon (`gate.iris-open-material`, default
water) and travel opens up. It auto-closes after `dialing.open-seconds`.
- Travel is **one-way**: only the gate you dialed *from* can send you anywhere.
Walking into its event horizon teleports you to the destination, arriving just
clear of its iris (never inside it) and still facing whatever direction you were
already walking, so entering forward always means exiting forward. The
destination's horizon is visible but not walkable - stepping into it does nothing,
same as a real Stargate only running one direction at a time.
- The **iris shield** is a separate, physical thing from the wormhole connection.
**Right-click a button placed directly below the sign** to toggle it. Closed means
closed - `gate.iris-shield-material` (default bedrock), solid, blocking everything -
whether or not the gate is even connected right now. With the shield open, the
interior just reflects the connection state: `gate.iris-idle-material` (default air)
if idle, or the event horizon if actively dialed. Closing needs nothing 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
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 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`