Search in sources :

Example 1 with BrassTunnelTileEntity

use of com.simibubi.create.content.logistics.block.belts.tunnel.BrassTunnelTileEntity in project Create by Creators-of-Create.

the class TunnelScenes method brassModes.

public static void brassModes(SceneBuilder scene, SceneBuildingUtil util) {
    scene.title("brass_tunnel_modes", "Distribution Modes of the Brass Tunnel");
    scene.configureBasePlate(0, 1, 5);
    BlockState barrier = Blocks.BARRIER.defaultBlockState();
    scene.world.setBlock(util.grid.at(1, 1, 0), barrier, false);
    scene.world.showSection(util.select.layer(0), Direction.UP);
    scene.idle(5);
    scene.world.showSection(util.select.fromTo(1, 1, 1, 5, 1, 5).add(util.select.fromTo(3, 2, 5, 1, 2, 5)), Direction.DOWN);
    scene.idle(10);
    for (int i = 0; i < 3; i++) {
        scene.world.showSection(util.select.position(3 - i, 2, 3), Direction.DOWN);
        scene.idle(4);
    }
    Vec3 tunnelTop = util.vector.topOf(util.grid.at(2, 2, 3));
    scene.overlay.showControls(new InputWindowElement(tunnelTop, Pointing.DOWN).scroll().withWrench(), 80);
    scene.idle(7);
    scene.overlay.showCenteredScrollInput(util.grid.at(2, 2, 3), Direction.UP, 120);
    scene.overlay.showText(120).attachKeyFrame().pointAt(tunnelTop).placeNearTarget().text("Using a Wrench, the distribution behaviour of Brass Tunnels can be configured");
    scene.idle(130);
    Class<BrassTunnelTileEntity> tunnelClass = BrassTunnelTileEntity.class;
    ElementLink<WorldSectionElement> blockage = scene.world.showIndependentSection(util.select.position(4, 1, 0), Direction.UP);
    scene.world.moveSection(blockage, util.vector.of(-3, 0, 0), 0);
    Vec3 modeVec = util.vector.of(4, 2.5, 3);
    scene.overlay.showControls(new InputWindowElement(modeVec, Pointing.RIGHT).showing(AllIcons.I_TUNNEL_SPLIT), 140);
    ElementLink<WorldSectionElement> blockage2 = null;
    for (int i = 0; i < 32; i++) {
        if (i < 30)
            scene.world.createItemOnBelt(util.grid.at(1, 1, 5), Direction.EAST, new ItemStack(Items.SNOWBALL, 12));
        scene.idle(i > 8 ? 30 : 40);
        if (i == 0) {
            scene.overlay.showText(80).attachKeyFrame().pointAt(tunnelTop).placeNearTarget().text("'Split' will attempt to distribute the stack evenly between available outputs");
        }
        if (i == 2) {
            scene.overlay.showText(60).text("If an output is unable to take more items, it will be skipped").pointAt(util.vector.blockSurface(util.grid.at(1, 1, 2), Direction.UP)).placeNearTarget().colored(PonderPalette.GREEN);
        }
        if (i == 4) {
            scene.overlay.showControls(new InputWindowElement(modeVec, Pointing.RIGHT).showing(AllIcons.I_TUNNEL_FORCED_SPLIT), 140);
            scene.world.modifyTileEntity(util.grid.at(1, 2, 3), tunnelClass, te -> te.getBehaviour(ScrollOptionBehaviour.TYPE).setValue(BrassTunnelTileEntity.SelectionMode.FORCED_SPLIT.ordinal()));
        }
        if (i == 5) {
            scene.overlay.showText(80).attachKeyFrame().text("'Forced Split' will never skip outputs, and instead wait until they are free").pointAt(util.vector.blockSurface(util.grid.at(1, 1, 2), Direction.UP)).placeNearTarget().colored(PonderPalette.RED);
            scene.idle(60);
            scene.world.moveSection(blockage, util.vector.of(-1, 0, 0), 10);
            scene.world.setBlock(util.grid.at(1, 1, 0), Blocks.AIR.defaultBlockState(), false);
            scene.world.multiplyKineticSpeed(util.select.everywhere(), 1.5f);
        }
        if (i == 7) {
            scene.world.modifyTileEntity(util.grid.at(1, 2, 3), tunnelClass, te -> te.getBehaviour(ScrollOptionBehaviour.TYPE).setValue(BrassTunnelTileEntity.SelectionMode.ROUND_ROBIN.ordinal()));
            scene.overlay.showControls(new InputWindowElement(modeVec, Pointing.RIGHT).showing(AllIcons.I_TUNNEL_ROUND_ROBIN), 140);
            scene.overlay.showText(80).attachKeyFrame().pointAt(tunnelTop).placeNearTarget().text("'Round Robin' keeps stacks whole, and cycles through outputs iteratively");
        }
        if (i == 7) {
            scene.world.moveSection(blockage, util.vector.of(1, 0, 0), 10);
            scene.world.setBlock(util.grid.at(1, 1, 0), barrier, false);
        }
        if (i == 13) {
            scene.overlay.showText(60).text("Once Again, if an output is unable to take more items, it will be skipped").placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(1, 1, 2), Direction.UP)).colored(PonderPalette.GREEN);
        }
        if (i == 15) {
            scene.overlay.showControls(new InputWindowElement(modeVec, Pointing.RIGHT).showing(AllIcons.I_TUNNEL_FORCED_ROUND_ROBIN), 140);
            scene.world.modifyTileEntity(util.grid.at(1, 2, 3), tunnelClass, te -> te.getBehaviour(ScrollOptionBehaviour.TYPE).setValue(BrassTunnelTileEntity.SelectionMode.FORCED_ROUND_ROBIN.ordinal()));
        }
        if (i == 16) {
            scene.overlay.showText(50).attachKeyFrame().placeNearTarget().text("'Forced Round Robin' never skips outputs").pointAt(util.vector.blockSurface(util.grid.at(1, 1, 2), Direction.UP)).colored(PonderPalette.RED);
            scene.idle(30);
            scene.world.moveSection(blockage, util.vector.of(-1, 0, 0), 10);
            scene.world.setBlock(util.grid.at(1, 1, 0), Blocks.AIR.defaultBlockState(), false);
        }
        if (i == 19) {
            scene.overlay.showControls(new InputWindowElement(modeVec, Pointing.RIGHT).showing(AllIcons.I_TUNNEL_PREFER_NEAREST), 140);
            scene.world.modifyTileEntity(util.grid.at(1, 2, 3), tunnelClass, te -> te.getBehaviour(ScrollOptionBehaviour.TYPE).setValue(BrassTunnelTileEntity.SelectionMode.PREFER_NEAREST.ordinal()));
            scene.world.moveSection(blockage, util.vector.of(1, 0, 0), 10);
            scene.world.setBlock(util.grid.at(1, 1, 0), barrier, false);
            scene.overlay.showText(70).attachKeyFrame().text("'Prefer Nearest' prioritizes the outputs closest to the items' input location").pointAt(util.vector.blockSurface(util.grid.at(1, 1, 2), Direction.UP)).placeNearTarget().colored(PonderPalette.GREEN);
        }
        if (i == 21) {
            scene.world.setBlock(util.grid.at(2, 1, 0), Blocks.BARRIER.defaultBlockState(), false);
            blockage2 = scene.world.showIndependentSection(util.select.position(4, 1, 0), Direction.UP);
            scene.world.moveSection(blockage2, util.vector.of(-2, 0, 0), 0);
        }
        if (i == 25) {
            scene.world.hideIndependentSection(blockage, Direction.DOWN);
            scene.world.setBlock(util.grid.at(1, 1, 0), Blocks.AIR.defaultBlockState(), false);
            scene.world.hideIndependentSection(blockage2, Direction.DOWN);
            scene.world.setBlock(util.grid.at(2, 1, 0), Blocks.AIR.defaultBlockState(), false);
        }
        if (i == 26) {
            scene.overlay.showControls(new InputWindowElement(modeVec, Pointing.RIGHT).showing(AllIcons.I_TUNNEL_RANDOMIZE), 140);
            scene.world.modifyTileEntity(util.grid.at(1, 2, 3), tunnelClass, te -> te.getBehaviour(ScrollOptionBehaviour.TYPE).setValue(BrassTunnelTileEntity.SelectionMode.RANDOMIZE.ordinal()));
        }
        if (i == 27) {
            scene.overlay.showText(70).attachKeyFrame().text("'Randomize' will distribute whole stacks to randomly picked outputs").pointAt(tunnelTop).placeNearTarget();
        }
    }
    scene.world.hideSection(util.select.fromTo(3, 2, 5, 1, 2, 5), Direction.UP);
    scene.idle(10);
    scene.overlay.showControls(new InputWindowElement(modeVec, Pointing.RIGHT).showing(AllIcons.I_TUNNEL_SYNCHRONIZE), 140);
    scene.world.modifyTileEntity(util.grid.at(1, 2, 3), tunnelClass, te -> te.getBehaviour(ScrollOptionBehaviour.TYPE).setValue(BrassTunnelTileEntity.SelectionMode.SYNCHRONIZE.ordinal()));
    scene.idle(30);
    scene.overlay.showText(70).attachKeyFrame().text("'Synchronize Inputs' is a unique setting for Brass Tunnels").pointAt(tunnelTop).placeNearTarget();
    ItemStack item1 = new ItemStack(Items.CARROT);
    ItemStack item2 = new ItemStack(Items.HONEY_BOTTLE);
    ItemStack item3 = AllItems.POLISHED_ROSE_QUARTZ.asStack();
    scene.world.createItemOnBelt(util.grid.at(3, 1, 4), Direction.UP, item1);
    scene.world.createItemOnBelt(util.grid.at(2, 1, 4), Direction.UP, item2);
    scene.world.createItemOnBelt(util.grid.at(3, 1, 5), Direction.SOUTH, item1);
    scene.world.createItemOnBelt(util.grid.at(2, 1, 5), Direction.SOUTH, item2);
    scene.idle(80);
    scene.world.createItemOnBelt(util.grid.at(2, 1, 5), Direction.SOUTH, item2);
    scene.rotateCameraY(-90);
    scene.idle(20);
    scene.world.multiplyKineticSpeed(util.select.everywhere(), .5f);
    scene.overlay.showText(70).text("Items are only allowed past if every tunnel in the group has one waiting").pointAt(util.vector.blockSurface(util.grid.at(2, 1, 4), Direction.UP)).placeNearTarget().colored(PonderPalette.OUTPUT);
    scene.idle(60);
    scene.world.createItemOnBelt(util.grid.at(1, 1, 5), Direction.SOUTH, item3);
    scene.idle(90);
    scene.rotateCameraY(90);
    scene.overlay.showText(100).text("This ensures that all affected belts supply items at the same rate").pointAt(util.vector.blockSurface(util.grid.at(1, 2, 3), Direction.WEST)).placeNearTarget().colored(PonderPalette.GREEN);
}
Also used : BrassTunnelTileEntity(com.simibubi.create.content.logistics.block.belts.tunnel.BrassTunnelTileEntity) BlockState(net.minecraft.world.level.block.state.BlockState) Vec3(net.minecraft.world.phys.Vec3) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement) ItemStack(net.minecraft.world.item.ItemStack)

Example 2 with BrassTunnelTileEntity

use of com.simibubi.create.content.logistics.block.belts.tunnel.BrassTunnelTileEntity in project Create by Creators-of-Create.

the class TunnelScenes method brass.

public static void brass(SceneBuilder scene, SceneBuildingUtil util) {
    scene.title("brass_tunnel", "Using Brass Tunnels");
    scene.configureBasePlate(1, 0, 5);
    scene.world.cycleBlockProperty(util.grid.at(3, 1, 2), BeltBlock.CASING);
    scene.world.showSection(util.select.layer(0), Direction.UP);
    scene.idle(5);
    scene.world.showSection(util.select.fromTo(5, 1, 5, 5, 1, 3), Direction.DOWN);
    scene.idle(5);
    scene.world.showSection(util.select.fromTo(5, 1, 2, 1, 1, 2), Direction.SOUTH);
    scene.idle(10);
    Vector<ElementLink<WorldSectionElement>> tunnels = new Vector<>(3);
    for (int i = 0; i < 3; i++) {
        tunnels.add(scene.world.showIndependentSection(util.select.position(2 + i, 2, 4), Direction.DOWN));
        scene.world.moveSection(tunnels.get(i), util.vector.of(0, 0, -2), 0);
        scene.idle(4);
    }
    for (int i = 0; i < 3; i++) {
        scene.world.cycleBlockProperty(util.grid.at(2 + i, 1, 2), BeltBlock.CASING);
        scene.world.modifyTileNBT(util.select.position(2 + i, 1, 2), BeltTileEntity.class, nbt -> NBTHelper.writeEnum(nbt, "Casing", BeltTileEntity.CasingType.BRASS), true);
        scene.idle(4);
    }
    scene.overlay.showText(60).attachKeyFrame().pointAt(util.vector.topOf(util.grid.at(2, 2, 2))).placeNearTarget().text("Brass Tunnels can be used to cover up your belts");
    scene.idle(70);
    for (int i = 0; i < 3; i++) {
        scene.world.cycleBlockProperty(util.grid.at(2 + i, 1, 2), BeltBlock.CASING);
        scene.world.hideIndependentSection(tunnels.get(i), Direction.UP);
        scene.idle(4);
    }
    scene.idle(10);
    scene.world.showSection(util.select.fromTo(3, 1, 0, 1, 1, 1), Direction.SOUTH);
    scene.idle(10);
    scene.world.showSection(util.select.position(3, 2, 2), Direction.DOWN);
    scene.idle(10);
    scene.world.cycleBlockProperty(util.grid.at(3, 1, 2), BeltBlock.CASING);
    scene.idle(10);
    BlockPos tunnelPos = util.grid.at(3, 2, 2);
    for (Direction d : Iterate.horizontalDirections) {
        if (d == Direction.SOUTH)
            continue;
        Vec3 filter = getTunnelFilterVec(tunnelPos, d);
        scene.overlay.showFilterSlotInput(filter, 40);
        scene.idle(3);
    }
    scene.overlay.showText(60).attachKeyFrame().pointAt(getTunnelFilterVec(tunnelPos, Direction.WEST)).placeNearTarget().text("Brass Tunnels have filter slots on each open side");
    scene.idle(70);
    scene.rotateCameraY(70);
    scene.idle(20);
    Vec3 tunnelFilterVec = getTunnelFilterVec(tunnelPos, Direction.EAST);
    scene.overlay.showFilterSlotInput(tunnelFilterVec, 40);
    scene.overlay.showText(60).attachKeyFrame().pointAt(tunnelFilterVec).placeNearTarget().text("Filters on inbound connections simply block non-matching items");
    ItemStack copper = new ItemStack(Items.COPPER_INGOT);
    Class<BrassTunnelTileEntity> tunnelClass = BrassTunnelTileEntity.class;
    scene.world.modifyTileEntity(tunnelPos, tunnelClass, te -> te.getBehaviour(SidedFilteringBehaviour.TYPE).setFilter(Direction.EAST, copper));
    scene.overlay.showControls(new InputWindowElement(tunnelFilterVec, Pointing.DOWN).withItem(copper), 30);
    ItemStack zinc = AllItems.ZINC_INGOT.asStack();
    scene.world.createItemOnBelt(util.grid.at(5, 1, 2), Direction.EAST, zinc);
    scene.idle(70);
    scene.world.multiplyKineticSpeed(util.select.everywhere(), -2);
    scene.idle(20);
    scene.rotateCameraY(-70);
    scene.world.multiplyKineticSpeed(util.select.everywhere(), -.5f);
    scene.idle(20);
    scene.world.modifyTileEntity(tunnelPos, tunnelClass, te -> te.getBehaviour(SidedFilteringBehaviour.TYPE).setFilter(Direction.EAST, ItemStack.EMPTY));
    tunnelFilterVec = getTunnelFilterVec(tunnelPos, Direction.NORTH);
    scene.overlay.showFilterSlotInput(tunnelFilterVec, 40);
    tunnelFilterVec = getTunnelFilterVec(tunnelPos, Direction.WEST);
    scene.overlay.showFilterSlotInput(tunnelFilterVec, 40);
    scene.overlay.showText(60).attachKeyFrame().pointAt(tunnelFilterVec).placeNearTarget().text("Filters on outbound connections can be used to sort items by type");
    scene.idle(70);
    scene.overlay.showControls(new InputWindowElement(tunnelFilterVec, Pointing.LEFT).withItem(copper), 30);
    scene.world.modifyTileEntity(tunnelPos, tunnelClass, te -> te.getBehaviour(SidedFilteringBehaviour.TYPE).setFilter(Direction.WEST, copper));
    scene.idle(4);
    tunnelFilterVec = getTunnelFilterVec(tunnelPos, Direction.NORTH);
    scene.overlay.showControls(new InputWindowElement(tunnelFilterVec, Pointing.RIGHT).withItem(zinc), 30);
    scene.world.modifyTileEntity(tunnelPos, tunnelClass, te -> te.getBehaviour(SidedFilteringBehaviour.TYPE).setFilter(Direction.NORTH, zinc));
    scene.world.multiplyKineticSpeed(util.select.everywhere(), 1.5f);
    for (int i = 0; i < 6; i++) {
        scene.world.createItemOnBelt(util.grid.at(5, 1, 2), Direction.EAST, i % 2 == 0 ? zinc : copper);
        scene.idle(12);
    }
    scene.idle(30);
    scene.world.modifyTileEntity(tunnelPos, tunnelClass, te -> te.getBehaviour(SidedFilteringBehaviour.TYPE).setFilter(Direction.NORTH, ItemStack.EMPTY));
    scene.world.modifyTileEntity(tunnelPos, tunnelClass, te -> te.getBehaviour(SidedFilteringBehaviour.TYPE).setFilter(Direction.WEST, ItemStack.EMPTY));
    scene.idle(10);
    Vec3 tunnelTop = util.vector.topOf(tunnelPos);
    scene.overlay.showControls(new InputWindowElement(tunnelTop, Pointing.DOWN).scroll().withWrench(), 80);
    scene.idle(7);
    scene.overlay.showCenteredScrollInput(tunnelPos, Direction.UP, 120);
    scene.overlay.showText(120).attachKeyFrame().pointAt(tunnelTop).placeNearTarget().text("Whenever a passing item has multiple valid exits, the distribution mode will decide how to handle it");
    for (int i = 0; i < 3; i++) {
        scene.idle(40);
        scene.world.createItemOnBelt(util.grid.at(5, 1, 2), Direction.EAST, AllItems.BRASS_INGOT.asStack(63));
    }
    scene.idle(30);
    scene.world.hideSection(util.select.position(3, 2, 2), Direction.UP);
    scene.idle(5);
    scene.world.hideSection(util.select.fromTo(5, 1, 2, 1, 1, 0), Direction.UP);
    scene.idle(15);
    ElementLink<WorldSectionElement> newBelt = scene.world.showIndependentSection(util.select.fromTo(3, 3, 2, 0, 3, 4).add(util.select.fromTo(5, 3, 3, 4, 3, 3)), Direction.DOWN);
    scene.world.moveSection(newBelt, util.vector.of(0, -2, -1), 0);
    scene.idle(15);
    for (int i = 0; i < 3; i++) {
        scene.idle(4);
        scene.world.showSectionAndMerge(util.select.position(3, 4, 2 + i), Direction.DOWN, newBelt);
    }
    scene.overlay.showSelectionWithText(util.select.fromTo(3, 1, 1, 3, 2, 3), 80).attachKeyFrame().placeNearTarget().text("Brass Tunnels on parallel belts will form a group");
    scene.idle(90);
    ItemStack item1 = new ItemStack(Items.CARROT);
    ItemStack item2 = new ItemStack(Items.HONEY_BOTTLE);
    ItemStack item3 = new ItemStack(Items.SWEET_BERRIES);
    tunnelFilterVec = getTunnelFilterVec(tunnelPos, Direction.WEST);
    BlockPos newTunnelPos = tunnelPos.above(2).south();
    scene.overlay.showControls(new InputWindowElement(tunnelFilterVec.add(0, 0, -1), Pointing.RIGHT).withItem(item1), 20);
    scene.world.modifyTileEntity(newTunnelPos.north(), tunnelClass, te -> te.getBehaviour(SidedFilteringBehaviour.TYPE).setFilter(Direction.WEST, item1));
    scene.idle(4);
    scene.overlay.showControls(new InputWindowElement(tunnelFilterVec, Pointing.DOWN).withItem(item2), 20);
    scene.world.modifyTileEntity(newTunnelPos, tunnelClass, te -> te.getBehaviour(SidedFilteringBehaviour.TYPE).setFilter(Direction.WEST, item2));
    scene.idle(4);
    scene.overlay.showControls(new InputWindowElement(tunnelFilterVec.add(0, 0, 1), Pointing.LEFT).withItem(item3), 20);
    scene.world.modifyTileEntity(newTunnelPos.south(), tunnelClass, te -> te.getBehaviour(SidedFilteringBehaviour.TYPE).setFilter(Direction.WEST, item3));
    scene.idle(30);
    scene.overlay.showText(80).pointAt(tunnelTop).placeNearTarget().text("Incoming Items will now be distributed across all connected exits");
    scene.idle(90);
    BlockPos beltPos = util.grid.at(5, 3, 3);
    Vec3 m = util.vector.of(0, 0.1, 0);
    Vec3 spawn = util.vector.centerOf(util.grid.at(5, 3, 2));
    scene.world.createItemEntity(spawn, m, item1);
    scene.idle(12);
    scene.world.createItemOnBelt(beltPos, Direction.UP, item1);
    scene.world.modifyEntities(ItemEntity.class, Entity::discard);
    scene.world.createItemEntity(spawn, m, item2);
    scene.idle(12);
    scene.world.createItemOnBelt(beltPos, Direction.UP, item2);
    scene.world.modifyEntities(ItemEntity.class, Entity::discard);
    scene.world.createItemEntity(spawn, m, item3);
    scene.idle(12);
    scene.world.createItemOnBelt(beltPos, Direction.UP, item3);
    scene.world.modifyEntities(ItemEntity.class, Entity::discard);
    scene.idle(50);
    scene.world.showSectionAndMerge(util.select.position(3, 5, 2), Direction.DOWN, newBelt);
    scene.overlay.showText(80).pointAt(util.vector.blockSurface(tunnelPos.above().north(), Direction.WEST)).placeNearTarget().text("For this, items can also be inserted into the Tunnel block directly");
    scene.idle(20);
    beltPos = util.grid.at(3, 3, 3);
    spawn = util.vector.centerOf(util.grid.at(3, 5, 1));
    scene.world.createItemEntity(spawn, m, item1);
    scene.idle(12);
    scene.world.createItemOnBelt(beltPos, Direction.EAST, item1);
    scene.world.modifyEntities(ItemEntity.class, Entity::discard);
    scene.world.createItemEntity(spawn, m, item2);
    scene.idle(12);
    scene.world.createItemOnBelt(beltPos, Direction.EAST, item2);
    scene.world.modifyEntities(ItemEntity.class, Entity::discard);
    scene.world.createItemEntity(spawn, m, item3);
    scene.idle(12);
    scene.world.createItemOnBelt(beltPos, Direction.EAST, item3);
    scene.world.modifyEntities(ItemEntity.class, Entity::discard);
    scene.idle(30);
}
Also used : BrassTunnelTileEntity(com.simibubi.create.content.logistics.block.belts.tunnel.BrassTunnelTileEntity) BeltTileEntity(com.simibubi.create.content.contraptions.relays.belt.BeltTileEntity) Entity(net.minecraft.world.entity.Entity) ItemEntity(net.minecraft.world.entity.item.ItemEntity) ElementLink(com.simibubi.create.foundation.ponder.ElementLink) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement) Direction(net.minecraft.core.Direction) BrassTunnelTileEntity(com.simibubi.create.content.logistics.block.belts.tunnel.BrassTunnelTileEntity) Vec3(net.minecraft.world.phys.Vec3) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) BlockPos(net.minecraft.core.BlockPos) ItemStack(net.minecraft.world.item.ItemStack) Vector(java.util.Vector)

Example 3 with BrassTunnelTileEntity

use of com.simibubi.create.content.logistics.block.belts.tunnel.BrassTunnelTileEntity in project Create by Creators-of-Create.

the class BeltTunnelInteractionHandler method flapTunnelsAndCheckIfStuck.

public static boolean flapTunnelsAndCheckIfStuck(BeltInventory beltInventory, TransportedItemStack current, float nextOffset) {
    int currentSegment = (int) current.beltPosition;
    int upcomingSegment = (int) nextOffset;
    Direction movementFacing = beltInventory.belt.getMovementFacing();
    if (!beltInventory.beltMovementPositive && nextOffset == 0)
        upcomingSegment = -1;
    if (currentSegment == upcomingSegment)
        return false;
    if (stuckAtTunnel(beltInventory, upcomingSegment, current.stack, movementFacing)) {
        current.beltPosition = currentSegment + (beltInventory.beltMovementPositive ? .99f : .01f);
        return true;
    }
    Level world = beltInventory.belt.getLevel();
    boolean onServer = !world.isClientSide || beltInventory.belt.isVirtual();
    boolean removed = false;
    BeltTunnelTileEntity nextTunnel = getTunnelOnSegment(beltInventory, upcomingSegment);
    if (nextTunnel instanceof BrassTunnelTileEntity) {
        BrassTunnelTileEntity brassTunnel = (BrassTunnelTileEntity) nextTunnel;
        if (brassTunnel.hasDistributionBehaviour()) {
            if (!brassTunnel.canTakeItems())
                return true;
            if (onServer) {
                brassTunnel.setStackToDistribute(current.stack);
                current.stack = ItemStack.EMPTY;
                beltInventory.belt.sendData();
                beltInventory.belt.setChanged();
            }
            removed = true;
        }
    } else if (nextTunnel != null) {
        BlockState blockState = nextTunnel.getBlockState();
        if (current.stack.getCount() > 1 && AllBlocks.ANDESITE_TUNNEL.has(blockState) && BeltTunnelBlock.isJunction(blockState) && movementFacing.getAxis() == blockState.getValue(BeltTunnelBlock.HORIZONTAL_AXIS)) {
            for (Direction d : Iterate.horizontalDirections) {
                if (d.getAxis() == blockState.getValue(BeltTunnelBlock.HORIZONTAL_AXIS))
                    continue;
                if (!nextTunnel.flaps.containsKey(d))
                    continue;
                BlockPos outpos = nextTunnel.getBlockPos().below().relative(d);
                if (!world.isLoaded(outpos))
                    return true;
                DirectBeltInputBehaviour behaviour = TileEntityBehaviour.get(world, outpos, DirectBeltInputBehaviour.TYPE);
                if (behaviour == null)
                    continue;
                if (!behaviour.canInsertFromSide(d))
                    continue;
                ItemStack toinsert = ItemHandlerHelper.copyStackWithSize(current.stack, 1);
                if (!behaviour.handleInsertion(toinsert, d, false).isEmpty())
                    return true;
                if (onServer)
                    flapTunnel(beltInventory, upcomingSegment, d, false);
                current.stack.shrink(1);
                beltInventory.belt.sendData();
                if (current.stack.getCount() <= 1)
                    break;
            }
        }
    }
    if (onServer) {
        flapTunnel(beltInventory, currentSegment, movementFacing, false);
        flapTunnel(beltInventory, upcomingSegment, movementFacing.getOpposite(), true);
    }
    if (removed)
        return true;
    return false;
}
Also used : BrassTunnelTileEntity(com.simibubi.create.content.logistics.block.belts.tunnel.BrassTunnelTileEntity) BeltTunnelTileEntity(com.simibubi.create.content.logistics.block.belts.tunnel.BeltTunnelTileEntity) BlockState(net.minecraft.world.level.block.state.BlockState) DirectBeltInputBehaviour(com.simibubi.create.foundation.tileEntity.behaviour.belt.DirectBeltInputBehaviour) Level(net.minecraft.world.level.Level) BlockPos(net.minecraft.core.BlockPos) ItemStack(net.minecraft.world.item.ItemStack) Direction(net.minecraft.core.Direction)

Example 4 with BrassTunnelTileEntity

use of com.simibubi.create.content.logistics.block.belts.tunnel.BrassTunnelTileEntity in project Create by Creators-of-Create.

the class BeltTileEntity method tryInsertingFromSide.

private ItemStack tryInsertingFromSide(TransportedItemStack transportedStack, Direction side, boolean simulate) {
    BeltTileEntity nextBeltController = getControllerTE();
    ItemStack inserted = transportedStack.stack;
    ItemStack empty = ItemStack.EMPTY;
    if (nextBeltController == null)
        return inserted;
    BeltInventory nextInventory = nextBeltController.getInventory();
    if (nextInventory == null)
        return inserted;
    BlockEntity teAbove = level.getBlockEntity(worldPosition.above());
    if (teAbove instanceof BrassTunnelTileEntity) {
        BrassTunnelTileEntity tunnelTE = (BrassTunnelTileEntity) teAbove;
        if (tunnelTE.hasDistributionBehaviour()) {
            if (!tunnelTE.getStackToDistribute().isEmpty())
                return inserted;
            if (!tunnelTE.testFlapFilter(side.getOpposite(), inserted))
                return inserted;
            if (!simulate) {
                BeltTunnelInteractionHandler.flapTunnel(nextInventory, index, side.getOpposite(), true);
                tunnelTE.setStackToDistribute(inserted);
            }
            return empty;
        }
    }
    if (getSpeed() == 0)
        return inserted;
    if (getMovementFacing() == side.getOpposite())
        return inserted;
    if (!nextInventory.canInsertAtFromSide(index, side))
        return inserted;
    if (simulate)
        return empty;
    transportedStack = transportedStack.copy();
    transportedStack.beltPosition = index + .5f - Math.signum(getDirectionAwareBeltMovementSpeed()) / 16f;
    Direction movementFacing = getMovementFacing();
    if (!side.getAxis().isVertical()) {
        if (movementFacing != side) {
            transportedStack.sideOffset = side.getAxisDirection().getStep() * .35f;
            if (side.getAxis() == Axis.X)
                transportedStack.sideOffset *= -1;
        } else
            transportedStack.beltPosition = getDirectionAwareBeltMovementSpeed() > 0 ? index : index + 1;
    }
    transportedStack.prevSideOffset = transportedStack.sideOffset;
    transportedStack.insertedAt = index;
    transportedStack.insertedFrom = side;
    transportedStack.prevBeltPosition = transportedStack.beltPosition;
    BeltTunnelInteractionHandler.flapTunnel(nextInventory, index, side.getOpposite(), true);
    nextInventory.addItem(transportedStack);
    nextBeltController.setChanged();
    nextBeltController.sendData();
    return empty;
}
Also used : BrassTunnelTileEntity(com.simibubi.create.content.logistics.block.belts.tunnel.BrassTunnelTileEntity) BeltInventory(com.simibubi.create.content.contraptions.relays.belt.transport.BeltInventory) ItemStack(net.minecraft.world.item.ItemStack) TransportedItemStack(com.simibubi.create.content.contraptions.relays.belt.transport.TransportedItemStack) Direction(net.minecraft.core.Direction) BlockEntity(net.minecraft.world.level.block.entity.BlockEntity)

Example 5 with BrassTunnelTileEntity

use of com.simibubi.create.content.logistics.block.belts.tunnel.BrassTunnelTileEntity in project Create by Creators-of-Create.

the class BeltTunnelInteractionHandler method stuckAtTunnel.

public static boolean stuckAtTunnel(BeltInventory beltInventory, int offset, ItemStack stack, Direction movementDirection) {
    BeltTileEntity belt = beltInventory.belt;
    BlockPos pos = BeltHelper.getPositionForOffset(belt, offset).above();
    if (!(belt.getLevel().getBlockState(pos).getBlock() instanceof BrassTunnelBlock))
        return false;
    BlockEntity te = belt.getLevel().getBlockEntity(pos);
    if (te == null || !(te instanceof BrassTunnelTileEntity))
        return false;
    BrassTunnelTileEntity tunnel = (BrassTunnelTileEntity) te;
    return !tunnel.canInsert(movementDirection.getOpposite(), stack);
}
Also used : BrassTunnelTileEntity(com.simibubi.create.content.logistics.block.belts.tunnel.BrassTunnelTileEntity) BeltTileEntity(com.simibubi.create.content.contraptions.relays.belt.BeltTileEntity) BrassTunnelBlock(com.simibubi.create.content.logistics.block.belts.tunnel.BrassTunnelBlock) BlockPos(net.minecraft.core.BlockPos) BlockEntity(net.minecraft.world.level.block.entity.BlockEntity)

Aggregations

BrassTunnelTileEntity (com.simibubi.create.content.logistics.block.belts.tunnel.BrassTunnelTileEntity)5 ItemStack (net.minecraft.world.item.ItemStack)4 BlockPos (net.minecraft.core.BlockPos)3 Direction (net.minecraft.core.Direction)3 BeltTileEntity (com.simibubi.create.content.contraptions.relays.belt.BeltTileEntity)2 InputWindowElement (com.simibubi.create.foundation.ponder.element.InputWindowElement)2 WorldSectionElement (com.simibubi.create.foundation.ponder.element.WorldSectionElement)2 BlockEntity (net.minecraft.world.level.block.entity.BlockEntity)2 BlockState (net.minecraft.world.level.block.state.BlockState)2 Vec3 (net.minecraft.world.phys.Vec3)2 BeltInventory (com.simibubi.create.content.contraptions.relays.belt.transport.BeltInventory)1 TransportedItemStack (com.simibubi.create.content.contraptions.relays.belt.transport.TransportedItemStack)1 BeltTunnelTileEntity (com.simibubi.create.content.logistics.block.belts.tunnel.BeltTunnelTileEntity)1 BrassTunnelBlock (com.simibubi.create.content.logistics.block.belts.tunnel.BrassTunnelBlock)1 ElementLink (com.simibubi.create.foundation.ponder.ElementLink)1 DirectBeltInputBehaviour (com.simibubi.create.foundation.tileEntity.behaviour.belt.DirectBeltInputBehaviour)1 Vector (java.util.Vector)1 Entity (net.minecraft.world.entity.Entity)1 ItemEntity (net.minecraft.world.entity.item.ItemEntity)1 Level (net.minecraft.world.level.Level)1