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---
title: Portals
type: docs
weight: 6
---
The portals system provides mechanics for inter-dimensional travel between worlds, including portal devices, void events, and fragment instances.
**Package:** `com.hypixel.hytale.builtin.portals`
## Architecture
```
Portals System
├── Components
│ ├── PortalDevice - Portal block component
│ ├── VoidEvent - Void invasion event
│ └── VoidSpawner - Void spawner entity
├── Resources
│ └── PortalWorld - Portal world data
├── Interactions
│ ├── EnterPortalInteraction - Enter portal
│ └── ReturnPortalInteraction - Return from portal
├── Systems
│ ├── PortalTrackerSystems - UI tracking
│ ├── PortalInvalidDestinationSystem - Destination validation
│ ├── VoidEventStagesSystem - Void event progression
│ └── VoidSpawnerSystems - Spawner management
└── Commands
├── FragmentCommands - Fragment management
├── LeaveCommand - Leave portal world
└── VoidEventCommands - Void event control
```
## Core Concepts
### Portal Device
A portal device is a block-based entity that can transport players to fragment worlds:
```java
// PortalDevice is a ChunkStore component
PortalDevice portal = BlockModule.get().getComponent(
PortalDevice.getComponentType(),
world, x, y, z
);
// Get destination world
World targetWorld = portal.getDestinationWorld();
```
### Portal World
A portal world is a temporary instance created when players activate a portal:
```java
// PortalWorld is an EntityStore resource
PortalWorld portalWorld = store.getResource(PortalWorld.getResourceType());
// Check if this is a portal world
if (portalWorld.exists()) {
Transform spawn = portalWorld.getSpawnPoint();
double remaining = portalWorld.getRemainingSeconds(world);
}
```
### Fragment Instances
Fragments are temporary worlds with:
- Time limit before auto-closure
- Spawn point for returning players
- Death tracking (players who died cannot re-enter)
- Optional void invasion events
## Key Features
### Portal States
Portals have three visual states:
- **Off** - Portal is inactive
- **Spawning** - Instance is being created
- **On/Active** - Portal is ready for travel
### Time Limits
Portal worlds have configurable time limits:
```java
int totalTime = portalWorld.getTimeLimitSeconds();
double elapsed = portalWorld.getElapsedSeconds(world);
double remaining = portalWorld.getRemainingSeconds(world);
```
### Death Tracking
Players who die in a portal world cannot re-enter:
```java
Set<UUID> deaths = portalWorld.getDiedInWorld();
if (deaths.contains(playerUuid)) {
// Player died here - show "DIED_IN_WORLD" state
}
```
### Cursed Items
Items can become "cursed" in portal worlds and are removed on death:
```java
// Uncurse items when returning
CursedItems.uncurseAll(inventory.getCombinedEverything());
```
## Plugin Access
```java
PortalsPlugin portals = PortalsPlugin.getInstance();
// Component types
ComponentType<ChunkStore, PortalDevice> portalDeviceType =
portals.getPortalDeviceComponentType();
ComponentType<EntityStore, VoidEvent> voidEventType =
portals.getVoidEventComponentType();
ComponentType<EntityStore, VoidSpawner> voidSpawnerType =
portals.getVoidPortalComponentType();
// Resource type
ResourceType<EntityStore, PortalWorld> portalWorldType =
portals.getPortalResourceType();
```
## Concurrent Fragments Limit
The system limits concurrent portal fragments:
```java
public static final int MAX_CONCURRENT_FRAGMENTS = 4;
int active = portals.countActiveFragments();
if (active >= MAX_CONCURRENT_FRAGMENTS) {
// Cannot create new fragments
}
```
## Related Topics
{{< cards >}}
{{< card link="portal-components" title="Portal Components" subtitle="PortalDevice, VoidEvent components" >}}
{{< card link="portal-systems" title="Portal Systems" subtitle="ECS systems for portal logic" >}}
{{< card link="portal-commands" title="Portal Commands" subtitle="Admin and player commands" >}}
{{< /cards >}}