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Example 1 with ElementLink

use of com.simibubi.create.foundation.ponder.ElementLink in project Create by Creators-of-Create.

the class ProcessingScenes method basin.

public static void basin(SceneBuilder scene, SceneBuildingUtil util) {
    scene.title("basin", "Processing Items in the Basin");
    scene.configureBasePlate(0, 0, 5);
    scene.world.showSection(util.select.layer(0), Direction.UP);
    scene.idle(5);
    scene.world.showSection(util.select.position(1, 1, 2), Direction.DOWN);
    scene.idle(10);
    BlockPos basinPos = util.grid.at(1, 2, 2);
    scene.world.modifyBlock(basinPos, s -> s.setValue(BasinBlock.FACING, Direction.DOWN), false);
    scene.world.showSection(util.select.position(basinPos), Direction.DOWN);
    scene.idle(10);
    Vec3 basinSide = util.vector.blockSurface(basinPos, Direction.WEST);
    scene.overlay.showText(80).attachKeyFrame().text("A Basin can hold Items and Fluids for Processing").pointAt(basinSide).placeNearTarget();
    scene.idle(10);
    ItemStack stack = new ItemStack(Items.BRICK);
    for (int i = 0; i < 4; i++) {
        scene.world.createItemEntity(util.vector.centerOf(basinPos.above(3)), util.vector.of(0, 0, 0), stack);
        scene.idle(10);
    }
    scene.idle(10);
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basinPos), Pointing.DOWN).withItem(stack), 30);
    scene.idle(30);
    for (Direction d : Iterate.horizontalDirections) {
        scene.overlay.showOutline(PonderPalette.GREEN, new Object(), util.select.position(basinPos.below().relative(d)), 60);
        scene.idle(4);
    }
    scene.overlay.showText(80).attachKeyFrame().colored(PonderPalette.GREEN).text("After a processing step, basins try to output below to the side of them").pointAt(basinSide).placeNearTarget();
    scene.idle(90);
    ElementLink<WorldSectionElement> depot = scene.world.showIndependentSection(util.select.position(3, 1, 1), Direction.EAST);
    scene.world.moveSection(depot, util.vector.of(-2, 0, 0), 0);
    scene.idle(10);
    scene.world.modifyBlock(basinPos, s -> s.setValue(BasinBlock.FACING, Direction.NORTH), false);
    scene.idle(10);
    scene.overlay.showText(80).attachKeyFrame().colored(PonderPalette.GREEN).text("When a valid component is present, the Basin will show an output faucet").pointAt(basinSide.add(0.15, 0, -0.5)).placeNearTarget();
    scene.idle(90);
    scene.world.hideIndependentSection(depot, Direction.EAST);
    scene.idle(15);
    depot = scene.world.showIndependentSection(util.select.position(0, 1, 1), Direction.EAST);
    scene.world.moveSection(depot, util.vector.of(1, 0, 0), 0);
    scene.idle(20);
    scene.world.hideIndependentSection(depot, Direction.EAST);
    scene.overlay.showText(80).text("A number of options are applicable here").pointAt(util.vector.centerOf(util.grid.at(1, 1, 1))).placeNearTarget();
    scene.idle(15);
    depot = scene.world.showIndependentSection(util.select.position(1, 1, 0), Direction.EAST);
    scene.world.moveSection(depot, util.vector.of(0, 0, 1), 0);
    scene.idle(20);
    scene.world.hideIndependentSection(depot, Direction.EAST);
    scene.idle(15);
    depot = scene.world.showIndependentSection(util.select.position(1, 1, 1), Direction.EAST);
    scene.idle(20);
    scene.world.hideIndependentSection(depot, Direction.EAST);
    scene.idle(15);
    depot = scene.world.showIndependentSection(util.select.fromTo(3, 1, 0, 2, 1, 0), Direction.EAST);
    scene.world.moveSection(depot, util.vector.of(-2, 0, 1), 0);
    scene.idle(20);
    scene.world.hideIndependentSection(depot, Direction.EAST);
    scene.idle(15);
    depot = scene.world.showIndependentSection(util.select.position(2, 1, 1), Direction.EAST);
    scene.world.moveSection(depot, util.vector.of(-1, 0, 0), 0);
    scene.idle(25);
    BlockPos pressPos = util.grid.at(1, 4, 2);
    scene.world.showSection(util.select.position(pressPos), Direction.DOWN);
    scene.idle(5);
    scene.world.showSection(util.select.fromTo(1, 4, 3, 1, 1, 5), Direction.NORTH);
    scene.idle(10);
    Class<MechanicalPressTileEntity> type = MechanicalPressTileEntity.class;
    scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BASIN));
    scene.idle(30);
    scene.world.modifyTileEntity(pressPos, type, pte -> pte.makeCompactingParticleEffect(util.vector.centerOf(basinPos), stack));
    scene.world.modifyTileNBT(util.select.position(basinPos), BasinTileEntity.class, nbt -> {
        nbt.put("VisualizedItems", NBTHelper.writeCompoundList(ImmutableList.of(IntAttached.with(1, new ItemStack(Blocks.BRICKS))), ia -> ia.getValue().serializeNBT()));
    });
    scene.idle(4);
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basinPos.below().north()), Pointing.RIGHT).withItem(new ItemStack(Items.BRICKS)), 30);
    scene.overlay.showText(60).attachKeyFrame().colored(PonderPalette.GREEN).text("Outputs will be caught by the inventory below").pointAt(basinSide.add(0, -1, -1)).placeNearTarget();
    scene.idle(70);
    scene.world.hideIndependentSection(depot, Direction.NORTH);
    scene.idle(10);
    scene.world.modifyBlock(basinPos, s -> s.setValue(BasinBlock.FACING, Direction.DOWN), false);
    scene.idle(20);
    scene.overlay.showText(80).attachKeyFrame().text("Without output faucet, the Basin will retain items created in its processing").pointAt(basinSide).placeNearTarget();
    scene.idle(50);
    ItemStack nugget = AllItems.COPPER_NUGGET.asStack();
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basinPos), Pointing.RIGHT).withItem(nugget), 30);
    scene.idle(30);
    scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BASIN));
    scene.idle(30);
    scene.world.modifyTileEntity(pressPos, type, pte -> pte.makeCompactingParticleEffect(util.vector.centerOf(basinPos), nugget));
    ItemStack ingot = new ItemStack(Items.COPPER_INGOT);
    scene.idle(30);
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basinPos), Pointing.RIGHT).withItem(ingot), 30);
    scene.idle(30);
    scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BASIN));
    scene.idle(30);
    scene.world.modifyTileEntity(pressPos, type, pte -> pte.makeCompactingParticleEffect(util.vector.centerOf(basinPos), ingot));
    ItemStack block = new ItemStack(Items.COPPER_BLOCK);
    scene.idle(30);
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basinPos), Pointing.RIGHT).withItem(block), 30);
    scene.overlay.showText(70).attachKeyFrame().colored(PonderPalette.GREEN).text("This can be useful if outputs should be re-used as ingredients").pointAt(basinSide).placeNearTarget();
    scene.idle(80);
    scene.world.showSection(util.select.fromTo(2, 2, 5, 4, 1, 2), Direction.DOWN);
    scene.rotateCameraY(70);
    scene.world.createItemOnBelt(util.grid.at(2, 1, 2), Direction.WEST, block);
    scene.idle(40);
    scene.overlay.showText(70).text("Desired outputs will then have to be extracted from the basin").pointAt(util.vector.topOf(util.grid.at(3, 1, 2)).subtract(0, 3 / 16f, 0)).placeNearTarget();
    scene.idle(80);
    Vec3 filter = util.vector.of(2.5, 2.85, 2.5);
    scene.overlay.showFilterSlotInput(filter, 80);
    scene.overlay.showText(70).text("A Filter might be necessary to avoid pulling out un-processed items").pointAt(filter).placeNearTarget();
    scene.idle(40);
    scene.markAsFinished();
}
Also used : Items(net.minecraft.world.item.Items) SceneBuilder(com.simibubi.create.foundation.ponder.SceneBuilder) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) Direction(net.minecraft.core.Direction) EntityType(net.minecraft.world.entity.EntityType) BasinTileEntity(com.simibubi.create.content.contraptions.processing.BasinTileEntity) Pointing(com.simibubi.create.foundation.utility.Pointing) MechanicalPressTileEntity(com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity) ItemParticleOption(net.minecraft.core.particles.ItemParticleOption) AllItems(com.simibubi.create.AllItems) ElementLink(com.simibubi.create.foundation.ponder.ElementLink) ImmutableList(com.google.common.collect.ImmutableList) BasinBlock(com.simibubi.create.content.contraptions.processing.BasinBlock) PonderPalette(com.simibubi.create.foundation.ponder.PonderPalette) BeltItemElement(com.simibubi.create.foundation.ponder.element.BeltItemElement) DeployerTileEntity(com.simibubi.create.content.contraptions.components.deployer.DeployerTileEntity) AllBlocks(com.simibubi.create.AllBlocks) Selection(com.simibubi.create.foundation.ponder.Selection) Iterate(com.simibubi.create.foundation.utility.Iterate) Mode(com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity.Mode) EntityElement(com.simibubi.create.foundation.ponder.element.EntityElement) Emitter(com.simibubi.create.foundation.ponder.instruction.EmitParticlesInstruction.Emitter) Blaze(net.minecraft.world.entity.monster.Blaze) SceneBuildingUtil(com.simibubi.create.foundation.ponder.SceneBuildingUtil) BlazeBurnerBlock(com.simibubi.create.content.contraptions.processing.burner.BlazeBurnerBlock) HeatLevel(com.simibubi.create.content.contraptions.processing.burner.BlazeBurnerBlock.HeatLevel) IntAttached(com.simibubi.create.foundation.utility.IntAttached) Blocks(net.minecraft.world.level.block.Blocks) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement) Entity(net.minecraft.world.entity.Entity) BlockPos(net.minecraft.core.BlockPos) ItemEntity(net.minecraft.world.entity.item.ItemEntity) Vec3(net.minecraft.world.phys.Vec3) LitBlazeBurnerBlock(com.simibubi.create.content.contraptions.processing.burner.LitBlazeBurnerBlock) NBTHelper(com.simibubi.create.foundation.utility.NBTHelper) ItemStack(net.minecraft.world.item.ItemStack) MillstoneTileEntity(com.simibubi.create.content.contraptions.components.millstone.MillstoneTileEntity) MechanicalMixerTileEntity(com.simibubi.create.content.contraptions.components.mixer.MechanicalMixerTileEntity) ParticleTypes(net.minecraft.core.particles.ParticleTypes) Vec3(net.minecraft.world.phys.Vec3) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) BlockPos(net.minecraft.core.BlockPos) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement) ItemStack(net.minecraft.world.item.ItemStack) Direction(net.minecraft.core.Direction) MechanicalPressTileEntity(com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity)

Example 2 with ElementLink

use of com.simibubi.create.foundation.ponder.ElementLink 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 ElementLink

use of com.simibubi.create.foundation.ponder.ElementLink in project Create by Creators-of-Create.

the class FluidMovementActorScenes method transfer.

public static void transfer(SceneBuilder scene, SceneBuildingUtil util) {
    scene.title("portable_fluid_interface", "Contraption Fluid Exchange");
    scene.configureBasePlate(0, 0, 6);
    scene.scaleSceneView(0.95f);
    scene.setSceneOffsetY(-1);
    scene.showBasePlate();
    scene.idle(5);
    Selection pipes = util.select.fromTo(2, 1, 3, 0, 1, 3).add(util.select.position(0, 1, 4));
    BlockPos pumpPos = util.grid.at(0, 1, 4);
    Selection kinetics = util.select.fromTo(1, 1, 7, 1, 1, 4);
    Selection tank = util.select.fromTo(0, 1, 5, 0, 3, 5);
    Selection largeCog = util.select.position(2, 0, 7);
    FluidStack chocolate = new FluidStack(FluidHelper.convertToStill(AllFluids.CHOCOLATE.get()), 1000);
    BlockPos ct1 = util.grid.at(5, 3, 2);
    BlockPos ct2 = util.grid.at(6, 3, 2);
    BlockPos st = util.grid.at(0, 1, 5);
    Capability<IFluidHandler> fhc = CapabilityFluidHandler.FLUID_HANDLER_CAPABILITY;
    Class<FluidTankTileEntity> type = FluidTankTileEntity.class;
    ItemStack bucket = AllFluids.CHOCOLATE.get().getAttributes().getBucket(chocolate);
    scene.world.modifyTileEntity(st, type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.fill(FluidHelper.copyStackWithAmount(chocolate, 10000), FluidAction.EXECUTE)));
    BlockPos bearing = util.grid.at(5, 1, 2);
    scene.world.showSection(util.select.position(bearing), Direction.DOWN);
    scene.idle(5);
    ElementLink<WorldSectionElement> contraption = scene.world.showIndependentSection(util.select.fromTo(5, 2, 2, 6, 4, 2), Direction.DOWN);
    scene.world.configureCenterOfRotation(contraption, util.vector.centerOf(bearing));
    scene.idle(10);
    scene.world.rotateBearing(bearing, 360, 70);
    scene.world.rotateSection(contraption, 0, 360, 0, 70);
    scene.overlay.showText(60).pointAt(util.vector.topOf(bearing.above(2))).colored(PonderPalette.RED).placeNearTarget().attachKeyFrame().text("Fluid Tanks on moving contraptions cannot be accessed by any pipes");
    scene.idle(70);
    BlockPos psi = util.grid.at(4, 2, 2);
    scene.world.showSectionAndMerge(util.select.position(psi), Direction.EAST, contraption);
    scene.idle(13);
    scene.effects.superGlue(psi, Direction.EAST, true);
    scene.overlay.showText(80).pointAt(util.vector.topOf(psi)).colored(PonderPalette.GREEN).placeNearTarget().attachKeyFrame().text("This component can interact with fluid tanks without the need to stop the contraption");
    scene.idle(90);
    BlockPos psi2 = psi.west(2);
    scene.world.showSection(util.select.position(psi2), Direction.DOWN);
    scene.overlay.showSelectionWithText(util.select.position(psi.west()), 50).colored(PonderPalette.RED).placeNearTarget().attachKeyFrame().text("Place a second one with a gap of 1 or 2 blocks inbetween");
    scene.idle(55);
    scene.world.rotateBearing(bearing, 360, 60);
    scene.world.rotateSection(contraption, 0, 360, 0, 60);
    scene.idle(20);
    scene.overlay.showText(40).placeNearTarget().pointAt(util.vector.of(3, 3, 2.5)).text("Whenever they pass by each other, they will engage in a connection");
    scene.idle(35);
    Selection both = util.select.fromTo(2, 2, 2, 4, 2, 2);
    Class<PortableFluidInterfaceTileEntity> psiClass = PortableFluidInterfaceTileEntity.class;
    scene.world.modifyTileNBT(both, psiClass, nbt -> {
        nbt.putFloat("Distance", 1);
        nbt.putFloat("Timer", 40);
    });
    scene.idle(20);
    scene.overlay.showOutline(PonderPalette.GREEN, psi, util.select.fromTo(5, 3, 2, 6, 4, 2), 80);
    scene.idle(10);
    scene.overlay.showSelectionWithText(util.select.position(psi2), 70).placeNearTarget().colored(PonderPalette.GREEN).attachKeyFrame().text("While engaged, the stationary interface will represent ALL Tanks on the contraption");
    scene.idle(80);
    ElementLink<WorldSectionElement> p = scene.world.showIndependentSection(tank, Direction.DOWN);
    scene.world.moveSection(p, util.vector.of(0, 0, -1), 0);
    scene.idle(5);
    scene.world.showSectionAndMerge(pipes, Direction.EAST, p);
    scene.idle(5);
    scene.world.showSectionAndMerge(largeCog, Direction.UP, p);
    scene.world.showSectionAndMerge(kinetics, Direction.NORTH, p);
    scene.idle(10);
    scene.overlay.showText(70).placeNearTarget().pointAt(util.vector.topOf(pumpPos)).attachKeyFrame().text("Fluid can now be inserted...");
    scene.idle(30);
    for (int i = 0; i < 16; i++) {
        if (i == 8)
            scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(util.grid.at(5, 3, 2), Direction.WEST).add(0, 0.5, 0), Pointing.LEFT).withItem(bucket), 30);
        scene.world.modifyTileEntity(st, type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.drain(1000, FluidAction.EXECUTE)));
        scene.world.modifyTileEntity(ct1, type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.fill(chocolate, FluidAction.EXECUTE)));
        scene.idle(2);
    }
    for (int i = 0; i < 8; i++) {
        scene.world.modifyTileEntity(st, type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.drain(1000, FluidAction.EXECUTE)));
        scene.world.modifyTileEntity(ct2, type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.fill(chocolate, FluidAction.EXECUTE)));
        scene.idle(2);
    }
    scene.idle(50);
    scene.overlay.showText(40).placeNearTarget().pointAt(util.vector.topOf(pumpPos)).text("...or extracted from the contraption");
    scene.world.multiplyKineticSpeed(util.select.everywhere(), -1);
    scene.world.propagatePipeChange(pumpPos);
    scene.idle(30);
    for (int i = 0; i < 8; i++) {
        scene.world.modifyTileEntity(ct2, type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.drain(1000, FluidAction.EXECUTE)));
        scene.world.modifyTileEntity(st, type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.fill(chocolate, FluidAction.EXECUTE)));
        scene.idle(2);
    }
    for (int i = 0; i < 16; i++) {
        scene.world.modifyTileEntity(ct1, type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.drain(1000, FluidAction.EXECUTE)));
        scene.world.modifyTileEntity(st, type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.fill(chocolate, FluidAction.EXECUTE)));
        scene.idle(2);
    }
    scene.world.modifyTileEntity(util.grid.at(2, 2, 3), type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.drain(8000, FluidAction.EXECUTE)));
    scene.idle(50);
    scene.overlay.showText(120).placeNearTarget().attachKeyFrame().pointAt(util.vector.topOf(psi2)).text("After no contents have been exchanged for a while, the contraption will continue on its way");
    scene.world.modifyTileNBT(both, psiClass, nbt -> nbt.putFloat("Timer", 9));
    scene.idle(15);
    scene.markAsFinished();
    scene.world.rotateBearing(bearing, 270, 120);
    scene.world.rotateSection(contraption, 0, 270, 0, 120);
}
Also used : AllFluids(com.simibubi.create.AllFluids) IFluidHandler(net.minecraftforge.fluids.capability.IFluidHandler) Selection(com.simibubi.create.foundation.ponder.Selection) SceneBuilder(com.simibubi.create.foundation.ponder.SceneBuilder) CapabilityFluidHandler(net.minecraftforge.fluids.capability.CapabilityFluidHandler) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) Direction(net.minecraft.core.Direction) FluidAction(net.minecraftforge.fluids.capability.IFluidHandler.FluidAction) SceneBuildingUtil(com.simibubi.create.foundation.ponder.SceneBuildingUtil) Pointing(com.simibubi.create.foundation.utility.Pointing) FluidHelper(com.simibubi.create.foundation.fluid.FluidHelper) Capability(net.minecraftforge.common.capabilities.Capability) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement) ElementLink(com.simibubi.create.foundation.ponder.ElementLink) PonderPalette(com.simibubi.create.foundation.ponder.PonderPalette) BlockPos(net.minecraft.core.BlockPos) FluidStack(net.minecraftforge.fluids.FluidStack) FluidTankTileEntity(com.simibubi.create.content.contraptions.fluids.tank.FluidTankTileEntity) ItemStack(net.minecraft.world.item.ItemStack) PortableFluidInterfaceTileEntity(com.simibubi.create.content.contraptions.components.actors.PortableFluidInterfaceTileEntity) FluidTankTileEntity(com.simibubi.create.content.contraptions.fluids.tank.FluidTankTileEntity) Selection(com.simibubi.create.foundation.ponder.Selection) FluidStack(net.minecraftforge.fluids.FluidStack) PortableFluidInterfaceTileEntity(com.simibubi.create.content.contraptions.components.actors.PortableFluidInterfaceTileEntity) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement) IFluidHandler(net.minecraftforge.fluids.capability.IFluidHandler) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) BlockPos(net.minecraft.core.BlockPos) ItemStack(net.minecraft.world.item.ItemStack)

Example 4 with ElementLink

use of com.simibubi.create.foundation.ponder.ElementLink in project Create by Creators-of-Create.

the class HosePulleyScenes method level.

public static void level(SceneBuilder scene, SceneBuildingUtil util) {
    scene.title("hose_pulley_level", "Fill and Drain level of Hose Pulleys");
    scene.configureBasePlate(0, 0, 3);
    scene.setSceneOffsetY(-1.5f);
    scene.scaleSceneView(.9f);
    scene.showBasePlate();
    List<BlockPos> blocks = new LinkedList<>();
    for (int y = 1; y < 4; y++) {
        blocks.add(util.grid.at(1, y, 1));
        blocks.add(util.grid.at(0, y, 1));
        blocks.add(util.grid.at(1, y, 0));
        blocks.add(util.grid.at(2, y, 1));
        blocks.add(util.grid.at(1, y, 2));
        blocks.add(util.grid.at(0, y, 0));
        blocks.add(util.grid.at(2, y, 0));
        blocks.add(util.grid.at(2, y, 2));
        blocks.add(util.grid.at(0, y, 2));
    }
    for (BlockPos blockPos : blocks) scene.world.setBlock(blockPos, Blocks.WATER.defaultBlockState(), false);
    scene.idle(5);
    Selection water = util.select.fromTo(2, 1, 0, 0, 4, 2);
    scene.world.showSection(water, Direction.UP);
    scene.idle(10);
    Selection cogs = util.select.fromTo(3, 1, 2, 3, 2, 2);
    Selection pipes = util.select.fromTo(3, 1, 1, 3, 6, 1).add(util.select.position(2, 6, 1));
    BlockPos hosePos = util.grid.at(1, 6, 1);
    Selection hose = util.select.position(1, 6, 1);
    Selection crank = util.select.position(0, 6, 1);
    ElementLink<WorldSectionElement> hoselink = scene.world.showIndependentSection(hose, Direction.DOWN);
    scene.world.moveSection(hoselink, util.vector.of(0, -1, 0), 0);
    scene.idle(10);
    scene.world.showSectionAndMerge(crank, Direction.EAST, hoselink);
    scene.idle(20);
    scene.overlay.showSelectionWithText(util.select.position(hosePos.below()), 50).text("While fully retracted, the Hose Pulley cannot operate").placeNearTarget().colored(PonderPalette.RED).attachKeyFrame().pointAt(util.vector.blockSurface(hosePos.below(), Direction.UP));
    scene.idle(55);
    Selection kinetics = util.select.fromTo(1, 6, 1, 0, 6, 1);
    scene.world.setKineticSpeed(kinetics, 32);
    scene.idle(50);
    scene.world.setKineticSpeed(kinetics, 0);
    scene.overlay.showText(40).text("Draining runs from top to bottom").attachKeyFrame().placeNearTarget().pointAt(util.vector.centerOf(hosePos.below(3)));
    scene.idle(10);
    scene.world.showSectionAndMerge(cogs, Direction.NORTH, hoselink);
    scene.world.showSectionAndMerge(pipes, Direction.WEST, hoselink);
    scene.world.multiplyKineticSpeed(util.select.fromTo(3, 1, 2, 3, 2, 1), -1);
    scene.world.modifyTileEntity(util.grid.at(1, 6, 1), HosePulleyTileEntity.class, te -> te.getCapability(CapabilityFluidHandler.FLUID_HANDLER_CAPABILITY).ifPresent(ifh -> ((HosePulleyFluidHandler) ifh).fill(new FluidStack(Fluids.WATER, 100), FluidAction.EXECUTE)));
    scene.world.propagatePipeChange(util.grid.at(3, 2, 1));
    Vec3 surface = util.vector.topOf(1, 3, 1).subtract(0, 2 / 8f, 0);
    AABB bb = new AABB(surface, surface).inflate(1.5, 0, 1.5);
    scene.overlay.chaseBoundingBoxOutline(PonderPalette.MEDIUM, bb, bb, 3);
    scene.idle(3);
    scene.overlay.chaseBoundingBoxOutline(PonderPalette.MEDIUM, bb, bb.expandTowards(0, -2, 0), 70);
    scene.idle(20);
    Collections.reverse(blocks);
    int i = 0;
    for (BlockPos blockPos : blocks) {
        if (i++ == 18)
            break;
        scene.world.destroyBlock(blockPos);
        scene.idle(3);
    }
    scene.overlay.chaseBoundingBoxOutline(PonderPalette.WHITE, bb, bb.move(0, -2, 0), 60);
    scene.overlay.showText(60).text("The surface level will end up just below where the hose ends").attachKeyFrame().placeNearTarget().pointAt(util.vector.of(0, 2 - 1 / 8f, 1.5f));
    scene.idle(30);
    scene.idle(10);
    scene.world.multiplyKineticSpeed(util.select.fromTo(3, 1, 2, 3, 2, 1), -1);
    scene.world.propagatePipeChange(util.grid.at(3, 2, 1));
    scene.idle(30);
    scene.world.hideSection(water, Direction.SOUTH);
    scene.idle(15);
    for (BlockPos blockPos : blocks) scene.world.destroyBlock(blockPos);
    scene.world.showSection(water, Direction.UP);
    scene.idle(15);
    scene.world.setKineticSpeed(kinetics, -32);
    scene.idle(16);
    scene.world.setKineticSpeed(kinetics, 0);
    scene.overlay.showText(40).text("Filling runs from bottom to top").attachKeyFrame().placeNearTarget().pointAt(util.vector.centerOf(hosePos.below(3)));
    scene.idle(10);
    scene.overlay.chaseBoundingBoxOutline(PonderPalette.MEDIUM, bb, bb.move(0, -3 + 2 / 8f, 0), 3);
    scene.idle(3);
    scene.overlay.chaseBoundingBoxOutline(PonderPalette.MEDIUM, bb, bb.expandTowards(0, -3 + 2 / 8f, 0), 120);
    scene.idle(20);
    scene.world.setBlock(util.grid.at(1, 3, 1), Blocks.WATER.defaultBlockState(), false);
    scene.idle(3);
    scene.world.setBlock(util.grid.at(1, 2, 1), Blocks.WATER.defaultBlockState(), false);
    scene.idle(3);
    Collections.reverse(blocks);
    for (BlockPos blockPos : blocks) {
        scene.world.setBlock(blockPos, Blocks.WATER.defaultBlockState(), false);
        scene.idle(3);
    }
    scene.overlay.chaseBoundingBoxOutline(PonderPalette.WHITE, bb, bb, 100);
    scene.overlay.showText(100).text("The filled pool will not grow beyond the layer above the hose end").attachKeyFrame().placeNearTarget().pointAt(util.vector.of(0, 4 - 1 / 8f, 1.5f));
    scene.idle(80);
}
Also used : HosePulleyFluidHandler(com.simibubi.create.content.contraptions.fluids.actors.HosePulleyFluidHandler) Selection(com.simibubi.create.foundation.ponder.Selection) AABB(net.minecraft.world.phys.AABB) SceneBuilder(com.simibubi.create.foundation.ponder.SceneBuilder) CapabilityFluidHandler(net.minecraftforge.fluids.capability.CapabilityFluidHandler) Direction(net.minecraft.core.Direction) FluidAction(net.minecraftforge.fluids.capability.IFluidHandler.FluidAction) SceneBuildingUtil(com.simibubi.create.foundation.ponder.SceneBuildingUtil) Blocks(net.minecraft.world.level.block.Blocks) List(java.util.List) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement) ElementLink(com.simibubi.create.foundation.ponder.ElementLink) PonderPalette(com.simibubi.create.foundation.ponder.PonderPalette) BlockPos(net.minecraft.core.BlockPos) Vec3(net.minecraft.world.phys.Vec3) HosePulleyTileEntity(com.simibubi.create.content.contraptions.fluids.actors.HosePulleyTileEntity) FluidStack(net.minecraftforge.fluids.FluidStack) Fluids(net.minecraft.world.level.material.Fluids) LinkedList(java.util.LinkedList) Collections(java.util.Collections) HosePulleyFluidHandler(com.simibubi.create.content.contraptions.fluids.actors.HosePulleyFluidHandler) Selection(com.simibubi.create.foundation.ponder.Selection) FluidStack(net.minecraftforge.fluids.FluidStack) Vec3(net.minecraft.world.phys.Vec3) BlockPos(net.minecraft.core.BlockPos) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement) LinkedList(java.util.LinkedList) AABB(net.minecraft.world.phys.AABB)

Example 5 with ElementLink

use of com.simibubi.create.foundation.ponder.ElementLink in project Create by Creators-of-Create.

the class BearingScenes method sails.

private static void sails(SceneBuilder scene, SceneBuildingUtil util, boolean frame) {
    String plural = frame ? "Sail Frames" : "Sails";
    scene.title(frame ? "sail_frame" : "sail", "Assembling Windmills using " + plural);
    scene.configureBasePlate(0, 0, 5);
    scene.scaleSceneView(0.9f);
    scene.world.showSection(util.select.layer(0), Direction.UP);
    scene.idle(5);
    BlockPos bearingPos = util.grid.at(2, 1, 2);
    scene.world.showSection(util.select.position(bearingPos), Direction.DOWN);
    scene.idle(5);
    ElementLink<WorldSectionElement> plank = scene.world.showIndependentSection(util.select.position(bearingPos.above()), Direction.DOWN);
    scene.idle(10);
    for (int i = 0; i < 3; i++) {
        for (Direction d : Iterate.horizontalDirections) {
            BlockPos location = bearingPos.above(i + 1).relative(d);
            if (frame)
                scene.world.modifyBlock(location, s -> AllBlocks.SAIL_FRAME.getDefaultState().setValue(SailBlock.FACING, s.getValue(SailBlock.FACING)), false);
            scene.world.showSectionAndMerge(util.select.position(location), d.getOpposite(), plank);
            scene.idle(2);
        }
    }
    scene.overlay.showText(70).text(plural + " are handy blocks to create Windmills with").pointAt(util.vector.blockSurface(util.grid.at(1, 3, 2), Direction.WEST)).placeNearTarget().attachKeyFrame();
    scene.idle(80);
    scene.overlay.showSelectionWithText(util.select.position(bearingPos.above()), 80).colored(PonderPalette.GREEN).text("They will attach to blocks and each other without the need of Super Glue or Chassis Blocks").attachKeyFrame().placeNearTarget();
    scene.idle(40);
    scene.world.configureCenterOfRotation(plank, util.vector.centerOf(bearingPos));
    if (!frame) {
        scene.world.rotateBearing(bearingPos, 180, 75);
        scene.world.rotateSection(plank, 0, 180, 0, 75);
        scene.idle(76);
        scene.world.rotateBearing(bearingPos, 180, 0);
        scene.world.rotateSection(plank, 0, 180, 0, 0);
        scene.rotateCameraY(-30);
        scene.idle(10);
        InputWindowElement input = new InputWindowElement(util.vector.blockSurface(util.grid.at(2, 3, 1), Direction.NORTH), Pointing.RIGHT).withItem(new ItemStack(Items.BLUE_DYE));
        scene.overlay.showControls(input, 30);
        scene.idle(7);
        scene.world.setBlock(util.grid.at(2, 3, 1), AllBlocks.DYED_SAILS.get(DyeColor.BLUE).getDefaultState().setValue(SailBlock.FACING, Direction.WEST), false);
        scene.idle(10);
        scene.overlay.showText(40).colored(PonderPalette.BLUE).text("Right-Click with Dye to paint them").attachKeyFrame().pointAt(util.vector.blockSurface(util.grid.at(2, 3, 1), Direction.WEST)).placeNearTarget();
        scene.idle(20);
        scene.overlay.showControls(input, 30);
        scene.idle(7);
        scene.world.replaceBlocks(util.select.fromTo(2, 2, 1, 2, 4, 1), AllBlocks.DYED_SAILS.get(DyeColor.BLUE).getDefaultState().setValue(SailBlock.FACING, Direction.WEST), false);
        scene.idle(20);
        scene.world.rotateBearing(bearingPos, 90, 33);
        scene.world.rotateSection(plank, 0, 90, 0, 33);
        scene.idle(40);
        input = new InputWindowElement(util.vector.blockSurface(util.grid.at(2, 3, 1), Direction.NORTH), Pointing.RIGHT).withItem(new ItemStack(Items.SHEARS));
        scene.overlay.showControls(input, 30);
        scene.idle(7);
        scene.world.setBlock(util.grid.at(3, 3, 2), AllBlocks.SAIL_FRAME.getDefaultState().setValue(SailBlock.FACING, Direction.NORTH), false);
        scene.idle(10);
        scene.overlay.showText(40).text("Right-Click with Shears to turn them back into frames").attachKeyFrame().pointAt(util.vector.blockSurface(util.grid.at(2, 3, 1), Direction.WEST)).placeNearTarget();
        scene.idle(20);
        scene.overlay.showControls(input, 30);
        scene.idle(7);
        scene.world.replaceBlocks(util.select.fromTo(3, 2, 2, 3, 4, 2), AllBlocks.SAIL_FRAME.getDefaultState().setValue(SailBlock.FACING, Direction.NORTH), false);
        scene.idle(20);
    }
    scene.world.rotateBearing(bearingPos, 720, 300);
    scene.world.rotateSection(plank, 0, 720, 0, 300);
}
Also used : SailBlock(com.simibubi.create.content.contraptions.components.structureMovement.bearing.SailBlock) SuperGlueEntity(com.simibubi.create.content.contraptions.components.structureMovement.glue.SuperGlueEntity) DyeColor(net.minecraft.world.item.DyeColor) Selection(com.simibubi.create.foundation.ponder.Selection) Iterate(com.simibubi.create.foundation.utility.Iterate) Items(net.minecraft.world.item.Items) SceneBuilder(com.simibubi.create.foundation.ponder.SceneBuilder) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) Direction(net.minecraft.core.Direction) SceneBuildingUtil(com.simibubi.create.foundation.ponder.SceneBuildingUtil) Pointing(com.simibubi.create.foundation.utility.Pointing) HarvesterTileEntity(com.simibubi.create.content.contraptions.components.actors.HarvesterTileEntity) Axis(net.minecraft.core.Direction.Axis) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement) ElementLink(com.simibubi.create.foundation.ponder.ElementLink) Entity(net.minecraft.world.entity.Entity) PonderPalette(com.simibubi.create.foundation.ponder.PonderPalette) BlockPos(net.minecraft.core.BlockPos) Vec3(net.minecraft.world.phys.Vec3) ItemStack(net.minecraft.world.item.ItemStack) AllBlocks(com.simibubi.create.AllBlocks) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) BlockPos(net.minecraft.core.BlockPos) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement) ItemStack(net.minecraft.world.item.ItemStack) Direction(net.minecraft.core.Direction)

Aggregations

ElementLink (com.simibubi.create.foundation.ponder.ElementLink)10 WorldSectionElement (com.simibubi.create.foundation.ponder.element.WorldSectionElement)9 BlockPos (net.minecraft.core.BlockPos)9 Direction (net.minecraft.core.Direction)9 SceneBuilder (com.simibubi.create.foundation.ponder.SceneBuilder)8 SceneBuildingUtil (com.simibubi.create.foundation.ponder.SceneBuildingUtil)8 Selection (com.simibubi.create.foundation.ponder.Selection)8 InputWindowElement (com.simibubi.create.foundation.ponder.element.InputWindowElement)8 ItemStack (net.minecraft.world.item.ItemStack)8 PonderPalette (com.simibubi.create.foundation.ponder.PonderPalette)7 Vec3 (net.minecraft.world.phys.Vec3)7 Pointing (com.simibubi.create.foundation.utility.Pointing)6 FluidStack (net.minecraftforge.fluids.FluidStack)5 CapabilityFluidHandler (net.minecraftforge.fluids.capability.CapabilityFluidHandler)5 FluidAction (net.minecraftforge.fluids.capability.IFluidHandler.FluidAction)5 Entity (net.minecraft.world.entity.Entity)4 Items (net.minecraft.world.item.Items)4 Blocks (net.minecraft.world.level.block.Blocks)4 AllBlocks (com.simibubi.create.AllBlocks)3 Fluids (net.minecraft.world.level.material.Fluids)3