import { world, system } from "@minecraft/server"; import { transferPlayer } from "@minecraft/server-admin"; // Portal block → transfer target mapping (custom blocks — priority detection) const PORTAL_BLOCKS = { "silverlabs:portal_jamie": { name: "Jamie's World", host: "10.0.0.247", port: 19133, color: "§a" }, "silverlabs:portal_lyla": { name: "Lyla's World", host: "10.0.0.247", port: 19134, color: "§d" }, "silverlabs:portal_mya": { name: "Mya's World", host: "10.0.0.247", port: 19135, color: "§b" }, }; // Coordinate-based portal zones (fallback detection) const PORTAL_ZONES = [ { name: "Jamie's World", x: 436, y: 66, z: -296, host: "10.0.0.247", port: 19133, color: "§a" }, { name: "Lyla's World", x: 462, y: 65, z: -322, host: "10.0.0.247", port: 19134, color: "§d" }, { name: "Lyla's World", x: 474, y: 65, z: -281, host: "10.0.0.247", port: 19134, color: "§d" }, // Super Kitties portal { name: "Mya's World", x: 488, y: 66, z: -296, host: "10.0.0.247", port: 19135, color: "§b" }, ]; const PORTAL_RADIUS_X = 2.5; const PORTAL_RADIUS_Z = 2.0; const PORTAL_RADIUS_Y = 2.0; const COOLDOWN_TICKS = 100; // 5 seconds cooldown const SPAWN_PROTECTION_TICKS = 200; // 10 seconds — ignore portal detection after spawn // Track cooldowns per player const cooldowns = new Map(); // Track when players spawned (to prevent transfer loop on arrival) const spawnTicks = new Map(); world.afterEvents.playerSpawn.subscribe((event) => { spawnTicks.set(event.player.id, system.currentTick); }); /** * Check if player is standing on/in a custom portal block (priority method). * Returns the portal config or null. */ function checkBlockPortal(player) { const pos = player.location; const dimension = player.dimension; const blockAtFeet = dimension.getBlock({ x: Math.floor(pos.x), y: Math.floor(pos.y), z: Math.floor(pos.z) }); const blockBelow = dimension.getBlock({ x: Math.floor(pos.x), y: Math.floor(pos.y) - 1, z: Math.floor(pos.z) }); const feetId = blockAtFeet?.typeId; const belowId = blockBelow?.typeId; return PORTAL_BLOCKS[feetId] || PORTAL_BLOCKS[belowId] || null; } /** * Check if player is within a coordinate-based portal zone (fallback method). * Returns the portal config or null. */ function checkZonePortal(player) { const pos = player.location; for (const portal of PORTAL_ZONES) { const dx = Math.abs(pos.x - portal.x); const dy = Math.abs(pos.y - portal.y); const dz = Math.abs(pos.z - portal.z); if (dx < PORTAL_RADIUS_X && dy < PORTAL_RADIUS_Y && dz < PORTAL_RADIUS_Z) { return portal; } } return null; } system.runInterval(() => { for (const player of world.getAllPlayers()) { const playerId = player.id; // Check cooldown const lastTransfer = cooldowns.get(playerId) || 0; if (system.currentTick - lastTransfer < COOLDOWN_TICKS) continue; // Skip if player just spawned (prevents loop when arriving from child world) const spawnedAt = spawnTicks.get(playerId) || 0; if (system.currentTick - spawnedAt < SPAWN_PROTECTION_TICKS) continue; // Hybrid detection: custom block first, then coordinate fallback const portal = checkBlockPortal(player) || checkZonePortal(player); if (!portal) continue; cooldowns.set(playerId, system.currentTick); // Show title notification player.runCommand(`titleraw @s title {"rawtext":[{"text":"${portal.color}${portal.name}"}]}`); player.runCommand(`titleraw @s subtitle {"rawtext":[{"text":"§7Transferring..."}]}`); player.sendMessage(`§6Transferring to ${portal.name}...`); // Teleport player away from portal before transfer so their saved position // is NOT on the portal (prevents re-transfer loop when they return to lobby) const safePos = player.location; safePos.z += 4; // Move 4 blocks away from portals (portals are at z=-24) player.teleport(safePos); // Wait 5 ticks for position to save, then transfer. // transferPlayer from @minecraft/server-admin beta API — requires gametest experiment + permissions.json allows server-admin. system.runTimeout(() => { try { transferPlayer(player, portal.host, portal.port); } catch (e) { player.sendMessage(`§cTransfer failed: ${e.message}`); } }, 5); } }, 10); // Check every half second // Clean up tracking when players leave world.afterEvents.playerLeave.subscribe((event) => { cooldowns.delete(event.playerId); spawnTicks.delete(event.playerId); }); // ─── Place signs above each portal on load ────────────────────── function placePortalSigns() { const overworld = world.getDimension("overworld"); const signs = [ { x: 438, y: 71, z: -296, name: "Jamie's", color: "§a", facing: 5 }, // east-facing { x: 462, y: 71, z: -320, name: "Lyla's", color: "§d", facing: 3 }, // south-facing { x: 486, y: 71, z: -296, name: "Mya's", color: "§b", facing: 4 }, // west-facing { x: 474, y: 74, z: -281, name: "Super Kitties\n§fLyla's", color: "§d", facing: 2 }, // north-facing (Super Kitties portal) ]; for (const sign of signs) { try { overworld.runCommand(`setblock ${sign.x} ${sign.y} ${sign.z} oak_wall_sign ["facing_direction":${sign.facing}]`); } catch (e) { // Non-fatal — chunks may not be loaded } } system.runTimeout(() => { for (const sign of signs) { try { const block = overworld.getBlock({ x: sign.x, y: sign.y, z: sign.z }); if (!block) continue; const signComponent = block.getComponent("minecraft:sign"); if (!signComponent) continue; signComponent.setText(`${sign.color}${sign.name}\n${sign.color}World\n§7▼ Step in ▼`); } catch (e) { // Non-fatal } } }, 10); } system.runTimeout(() => { placePortalSigns(); }, 40); system.run(() => { world.sendMessage("§6[Hub] §7Portal transfer system loaded!"); });