The exact-template approach from the last commit over-fit to the sample ASCII diagram, which was meant to teach the target shape, not be matched literally cell-for-cell. Back to flood-filling any connected, fully-enclosed ring the builder makes (any size/shape), but chevrons are no longer evenly spaced by scan order - the scanner walks the ring in geometric order and marks local maxima of distance from the interior's centroid, i.e. the blocks that stick out further than their ring-neighbours. That's where a real Stargate's chevrons sit (the 11-wide reference ring naturally produces 7 this way: the top apex, four shoulder elbows, two side bumps), without hardcoding a specific size. Falls back to the old evenly-spaced picker only if the ring isn't a simple single-thickness loop (each frame block should have exactly two in-plane neighbours) so odd/thick builds still work. gate.max-frame-blocks/max-iris-blocks/min-frame-blocks are back; gate.template is gone.
88 lines
4.1 KiB
Markdown
88 lines
4.1 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.
|
|
|
|
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`
|