Files
Stargate/README.md
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Michael Burgess b822389387 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.
2026-08-09 11:36:17 -04:00

114 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 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 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 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
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`