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.
106 lines
4.4 KiB
Markdown
106 lines
4.4 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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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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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 - 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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- **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 fills with `gate.iris-material` (default water). Walk into it to
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teleport. It auto-closes after `dialing.open-seconds`.
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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 destroy` (look at a gate's sign)
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- `/sg reload`
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