use of com.simibubi.create.foundation.ponder.SceneBuildingUtil 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);
}
use of com.simibubi.create.foundation.ponder.SceneBuildingUtil in project Create by Creators-of-Create.
the class MovementActorScenes method harvester.
public static void harvester(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_harvester", "Using Mechanical Harvesters on Contraptions");
scene.configureBasePlate(0, 0, 6);
scene.scaleSceneView(0.9f);
Selection crops = util.select.fromTo(4, 1, 2, 3, 1, 2).add(util.select.fromTo(3, 1, 1, 2, 1, 1).add(util.select.position(2, 1, 3)).add(util.select.position(1, 1, 2)));
scene.world.setBlocks(crops, Blocks.WHEAT.defaultBlockState().setValue(CropBlock.AGE, 7), false);
scene.world.showSection(util.select.layer(0), Direction.UP);
BlockPos bearingPos = util.grid.at(4, 1, 4);
scene.idle(5);
scene.world.showSection(crops, Direction.UP);
scene.world.showSection(util.select.position(bearingPos), Direction.DOWN);
scene.idle(5);
ElementLink<WorldSectionElement> contraption = scene.world.showIndependentSection(util.select.fromTo(4, 2, 4, 2, 2, 5).add(util.select.fromTo(2, 1, 5, 0, 1, 5)), Direction.DOWN);
scene.world.configureCenterOfRotation(contraption, util.vector.centerOf(bearingPos));
scene.idle(10);
for (int i = 0; i < 3; i++) {
scene.world.showSectionAndMerge(util.select.position(i, 1, 4), Direction.SOUTH, contraption);
scene.idle(5);
}
scene.overlay.showText(60).attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(1, 1, 4), Direction.SOUTH)).text("Whenever Harvesters are moved as part of an animated Contraption...");
scene.idle(70);
for (int i = 0; i < 3; i++) scene.world.modifyTileEntity(util.grid.at(i, 1, 4), HarvesterTileEntity.class, hte -> hte.setAnimatedSpeed(-150));
scene.world.rotateBearing(bearingPos, -360, 140);
scene.world.rotateSection(contraption, 0, -360, 0, 140);
BlockState harvested = Blocks.WHEAT.defaultBlockState();
ItemStack wheatItem = new ItemStack(Items.WHEAT);
scene.idle(5);
BlockPos current = util.grid.at(2, 1, 3);
scene.world.setBlock(current, harvested, true);
scene.world.createItemEntity(util.vector.centerOf(current), util.vector.of(0, 0.3, -.2), wheatItem);
scene.idle(5);
current = util.grid.at(1, 1, 2);
scene.world.setBlock(current, harvested, true);
scene.world.createItemEntity(util.vector.centerOf(current), util.vector.of(0, 0.3, -.2), wheatItem);
scene.idle(5);
current = util.grid.at(3, 1, 2);
scene.world.setBlock(current, harvested, true);
scene.world.createItemEntity(util.vector.centerOf(current), util.vector.of(.1, 0.3, -.1), wheatItem);
current = util.grid.at(2, 1, 1);
scene.world.setBlock(current, harvested, true);
scene.world.createItemEntity(util.vector.centerOf(current), util.vector.of(.1, 0.3, -.1), wheatItem);
scene.idle(5);
current = util.grid.at(3, 1, 1);
scene.world.setBlock(current, harvested, true);
scene.world.createItemEntity(util.vector.centerOf(current), util.vector.of(.1, 0.3, -.1), wheatItem);
scene.idle(5);
current = util.grid.at(4, 1, 2);
scene.world.setBlock(current, harvested, true);
scene.world.createItemEntity(util.vector.centerOf(current), util.vector.of(.2, 0.3, 0), wheatItem);
scene.overlay.showText(80).pointAt(util.vector.topOf(1, 0, 2)).text("They will harvest and reset any mature crops on their way").placeNearTarget();
scene.idle(101);
scene.world.hideSection(crops, Direction.DOWN);
scene.idle(15);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.world.setBlocks(crops, Blocks.WHEAT.defaultBlockState().setValue(CropBlock.AGE, 7), false);
scene.world.showSection(crops, Direction.UP);
for (int i = 0; i < 3; i++) scene.world.modifyTileEntity(util.grid.at(i, 1, 4), HarvesterTileEntity.class, hte -> hte.setAnimatedSpeed(0));
scene.idle(10);
scene.world.cycleBlockProperty(util.grid.at(1, 1, 5), LinearChassisBlock.STICKY_TOP);
scene.world.glueBlockOnto(util.grid.at(1, 2, 5), Direction.DOWN, contraption);
scene.overlay.showText(60).attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(1, 2, 5), Direction.WEST)).sharedText("storage_on_contraption");
scene.idle(70);
for (int i = 0; i < 3; i++) scene.world.modifyTileEntity(util.grid.at(i, 1, 4), HarvesterTileEntity.class, hte -> hte.setAnimatedSpeed(-150));
scene.world.rotateBearing(bearingPos, -360, 140);
scene.world.rotateSection(contraption, 0, -360, 0, 140);
scene.idle(5);
current = util.grid.at(2, 1, 3);
scene.world.setBlock(current, harvested, true);
scene.idle(5);
current = util.grid.at(1, 1, 2);
scene.world.setBlock(current, harvested, true);
scene.idle(5);
current = util.grid.at(3, 1, 2);
scene.world.setBlock(current, harvested, true);
current = util.grid.at(2, 1, 1);
scene.world.setBlock(current, harvested, true);
scene.idle(5);
current = util.grid.at(3, 1, 1);
scene.world.setBlock(current, harvested, true);
scene.idle(5);
current = util.grid.at(4, 1, 2);
scene.world.setBlock(current, harvested, true);
scene.idle(116);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(1, 2, 5), Pointing.DOWN).withItem(wheatItem), 50);
for (int i = 0; i < 3; i++) scene.world.modifyTileEntity(util.grid.at(i, 1, 4), HarvesterTileEntity.class, hte -> hte.setAnimatedSpeed(0));
}
use of com.simibubi.create.foundation.ponder.SceneBuildingUtil in project Create by Creators-of-Create.
the class ProcessingScenes method compacting.
public static void compacting(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_press_compacting", "Compacting items with the Mechanical Press");
scene.configureBasePlate(0, 0, 5);
scene.world.setBlock(util.grid.at(1, 1, 2), AllBlocks.ANDESITE_CASING.getDefaultState(), false);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.fromTo(1, 4, 3, 1, 1, 5), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 1, 2), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 2, 2), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 4, 2), Direction.SOUTH);
scene.idle(5);
scene.world.showSection(util.select.fromTo(3, 1, 1, 1, 1, 1), Direction.SOUTH);
scene.world.showSection(util.select.fromTo(3, 1, 5, 3, 1, 2), Direction.SOUTH);
scene.idle(20);
BlockPos basin = util.grid.at(1, 2, 2);
BlockPos pressPos = util.grid.at(1, 4, 2);
Vec3 basinSide = util.vector.blockSurface(basin, Direction.WEST);
ItemStack copper = new ItemStack(Items.COPPER_INGOT);
ItemStack copperBlock = new ItemStack(Items.COPPER_BLOCK);
scene.overlay.showText(60).pointAt(basinSide).placeNearTarget().attachKeyFrame().text("Pressing items held in a Basin will cause them to be Compacted");
scene.idle(40);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basin), Pointing.DOWN).withItem(copper), 30);
scene.idle(30);
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(basin), copper));
scene.world.modifyTileNBT(util.select.position(basin), BasinTileEntity.class, nbt -> {
nbt.put("VisualizedItems", NBTHelper.writeCompoundList(ImmutableList.of(IntAttached.with(1, copperBlock)), ia -> ia.getValue().serializeNBT()));
});
scene.idle(4);
scene.world.createItemOnBelt(util.grid.at(1, 1, 1), Direction.UP, copperBlock);
scene.idle(30);
scene.overlay.showText(80).pointAt(basinSide).placeNearTarget().attachKeyFrame().text("Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones");
scene.idle(30);
ItemStack log = new ItemStack(Items.OAK_LOG);
ItemStack bark = new ItemStack(Items.OAK_WOOD);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basin), Pointing.DOWN).withItem(log), 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(basin), log));
scene.world.modifyTileNBT(util.select.position(basin), BasinTileEntity.class, nbt -> {
nbt.put("VisualizedItems", NBTHelper.writeCompoundList(ImmutableList.of(IntAttached.with(1, bark)), ia -> ia.getValue().serializeNBT()));
});
scene.idle(4);
scene.world.createItemOnBelt(util.grid.at(1, 1, 1), Direction.UP, bark);
scene.idle(30);
scene.rotateCameraY(-30);
scene.idle(10);
scene.world.setBlock(util.grid.at(1, 1, 2), AllBlocks.BLAZE_BURNER.getDefaultState().setValue(BlazeBurnerBlock.HEAT_LEVEL, HeatLevel.KINDLED), true);
scene.idle(10);
scene.overlay.showText(80).pointAt(basinSide.subtract(0, 1, 0)).placeNearTarget().text("Some of those recipes may require the heat of a Blaze Burner");
scene.idle(40);
scene.rotateCameraY(30);
scene.idle(60);
Vec3 filterPos = util.vector.of(1, 2.75f, 2.5f);
scene.overlay.showFilterSlotInput(filterPos, 100);
scene.overlay.showText(120).pointAt(filterPos).placeNearTarget().attachKeyFrame().text("The filter slot can be used in case two recipes are conflicting.");
scene.idle(60);
}
use of com.simibubi.create.foundation.ponder.SceneBuildingUtil in project Create by Creators-of-Create.
the class ProcessingScenes method mixing.
public static void mixing(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_mixer", "Processing Items with the Mechanical Mixer");
scene.configureBasePlate(0, 0, 5);
scene.world.setBlock(util.grid.at(1, 1, 2), AllBlocks.ANDESITE_CASING.getDefaultState(), false);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.fromTo(1, 4, 3, 1, 1, 5), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 1, 2), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 2, 2), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 4, 2), Direction.SOUTH);
scene.idle(5);
scene.world.showSection(util.select.fromTo(3, 1, 1, 1, 1, 1), Direction.SOUTH);
scene.world.showSection(util.select.fromTo(3, 1, 5, 3, 1, 2), Direction.SOUTH);
scene.idle(20);
BlockPos basin = util.grid.at(1, 2, 2);
BlockPos pressPos = util.grid.at(1, 4, 2);
Vec3 basinSide = util.vector.blockSurface(basin, Direction.WEST);
ItemStack blue = new ItemStack(Items.BLUE_DYE);
ItemStack red = new ItemStack(Items.RED_DYE);
ItemStack purple = new ItemStack(Items.PURPLE_DYE);
scene.overlay.showText(60).pointAt(basinSide).placeNearTarget().attachKeyFrame().text("With a Mixer and Basin, some Crafting Recipes can be automated");
scene.idle(40);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basin), Pointing.LEFT).withItem(blue), 30);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basin), Pointing.RIGHT).withItem(red), 30);
scene.idle(30);
Class<MechanicalMixerTileEntity> type = MechanicalMixerTileEntity.class;
scene.world.modifyTileEntity(pressPos, type, pte -> pte.startProcessingBasin());
scene.world.createItemOnBeltLike(basin, Direction.UP, red);
scene.world.createItemOnBeltLike(basin, Direction.UP, blue);
scene.idle(80);
scene.world.modifyTileNBT(util.select.position(basin), BasinTileEntity.class, nbt -> {
nbt.put("VisualizedItems", NBTHelper.writeCompoundList(ImmutableList.of(IntAttached.with(1, purple)), ia -> ia.getValue().serializeNBT()));
});
scene.idle(4);
scene.world.createItemOnBelt(util.grid.at(1, 1, 1), Direction.UP, purple);
scene.idle(30);
scene.overlay.showText(80).pointAt(basinSide).placeNearTarget().attachKeyFrame().text("Available recipes include any Shapeless Crafting Recipe, plus a couple extra ones");
scene.idle(80);
scene.rotateCameraY(-30);
scene.idle(10);
scene.world.setBlock(util.grid.at(1, 1, 2), AllBlocks.BLAZE_BURNER.getDefaultState().setValue(BlazeBurnerBlock.HEAT_LEVEL, HeatLevel.KINDLED), true);
scene.idle(10);
scene.overlay.showText(80).pointAt(basinSide.subtract(0, 1, 0)).placeNearTarget().text("Some of those recipes may require the heat of a Blaze Burner");
scene.idle(40);
scene.rotateCameraY(30);
scene.idle(60);
Vec3 filterPos = util.vector.of(1, 2.75f, 2.5f);
scene.overlay.showFilterSlotInput(filterPos, 100);
scene.overlay.showText(120).pointAt(filterPos).placeNearTarget().attachKeyFrame().text("The filter slot can be used in case two recipes are conflicting.");
scene.idle(60);
}
use of com.simibubi.create.foundation.ponder.SceneBuildingUtil in project Create by Creators-of-Create.
the class DrainScenes method emptying.
public static void emptying(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("item_drain", "Emptying Fluid Containers using Item Drains");
scene.configureBasePlate(0, 0, 5);
scene.showBasePlate();
scene.idle(5);
Selection drain = util.select.position(3, 1, 2);
BlockPos drainPos = util.grid.at(3, 1, 2);
Selection pipes = util.select.fromTo(3, 1, 3, 3, 1, 4).add(util.select.fromTo(3, 2, 4, 2, 2, 4));
Selection tank = util.select.fromTo(1, 1, 4, 1, 3, 4);
Selection largeCog = util.select.position(1, 0, 5);
Selection kinetics = util.select.fromTo(2, 1, 3, 2, 1, 5);
Selection belt = util.select.fromTo(2, 1, 2, 1, 1, 2);
BlockPos beltPos = util.grid.at(1, 1, 2);
ElementLink<WorldSectionElement> drainLink = scene.world.showIndependentSection(drain, Direction.DOWN);
scene.world.moveSection(drainLink, util.vector.of(-1, 0, 0), 0);
scene.idle(10);
scene.overlay.showText(40).text("Item Drains can extract fluids from items").attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(drainPos.west(), Direction.UP));
scene.idle(50);
ItemStack lavaBucket = new ItemStack(Items.LAVA_BUCKET);
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(drainPos.west(), Direction.UP), Pointing.DOWN).rightClick().withItem(lavaBucket), 40);
scene.idle(7);
scene.world.modifyTileEntity(drainPos, ItemDrainTileEntity.class, te -> {
te.getBehaviour(SmartFluidTankBehaviour.TYPE).allowInsertion();
te.getCapability(CapabilityFluidHandler.FLUID_HANDLER_CAPABILITY).ifPresent(ifh -> ifh.fill(new FluidStack(Fluids.LAVA, 1000), FluidAction.EXECUTE));
});
scene.idle(10);
scene.overlay.showText(50).text("Right-click it to pour fluids from your held item into it").attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(drainPos.west(), Direction.WEST));
scene.idle(60);
scene.world.modifyTileEntity(drainPos, ItemDrainTileEntity.class, te -> te.getCapability(CapabilityFluidHandler.FLUID_HANDLER_CAPABILITY).ifPresent(ifh -> ifh.drain(500, FluidAction.EXECUTE)));
scene.world.moveSection(drainLink, util.vector.of(1, 0, 0), 7);
scene.world.showSection(largeCog, Direction.UP);
scene.idle(3);
scene.world.showSection(kinetics, Direction.NORTH);
scene.idle(4);
scene.world.showSection(belt, Direction.SOUTH);
scene.idle(10);
scene.overlay.showText(40).text("When items are inserted from the side...").attachKeyFrame().placeNearTarget().pointAt(util.vector.topOf(util.grid.at(2, 1, 2)));
scene.idle(40);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(beltPos), Pointing.DOWN).withItem(lavaBucket), 20);
scene.idle(7);
scene.world.createItemOnBelt(beltPos, Direction.NORTH, lavaBucket);
scene.idle(30);
scene.overlay.showText(60).text("...they roll across, emptying out their contained fluid").attachKeyFrame().placeNearTarget().pointAt(util.vector.topOf(drainPos));
scene.idle(40);
scene.world.showSection(tank, Direction.DOWN);
scene.idle(5);
scene.world.showSection(pipes, Direction.NORTH);
scene.idle(20);
scene.overlay.showText(90).text("Pipe Networks can now pull the fluid from the drains' internal buffer").attachKeyFrame().placeNearTarget().pointAt(util.vector.topOf(util.grid.at(3, 1, 3)));
scene.idle(50);
scene.markAsFinished();
scene.idle(50);
for (int i = 0; i < 5; i++) {
scene.world.createItemOnBelt(beltPos, Direction.NORTH, lavaBucket);
scene.idle(30);
}
}
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