use of com.simibubi.create.foundation.ponder.Selection in project Create by Creators-of-Create.
the class CrafterScenes method connect.
public static void connect(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_crafter_connect", "Connecting Inventories of Crafters");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
for (int y = 0; y < 3; y++) {
for (int x = 0; x < 2; x++) {
scene.world.showSection(util.select.position(y == 1 ? x + 1 : 2 - x, y + 1, 2), Direction.DOWN);
scene.idle(2);
}
}
Class<MechanicalCrafterTileEntity> type = MechanicalCrafterTileEntity.class;
BlockPos depotPos = util.grid.at(0, 1, 2);
Selection funnel = util.select.fromTo(4, 1, 5, 4, 1, 2).add(util.select.fromTo(3, 2, 2, 3, 1, 2));
Selection kinetics = util.select.position(3, 3, 2).add(util.select.fromTo(3, 3, 3, 3, 1, 3));
scene.idle(5);
scene.world.showSection(kinetics, Direction.NORTH);
scene.idle(5);
scene.world.showSection(util.select.position(depotPos), Direction.EAST);
scene.idle(10);
scene.world.showSection(funnel, Direction.WEST);
scene.rotateCameraY(60);
ItemStack planks = new ItemStack(Items.OAK_PLANKS);
scene.world.createItemOnBelt(util.grid.at(4, 1, 2), Direction.EAST, planks.copy());
scene.idle(22);
scene.world.modifyTileEntity(util.grid.at(2, 2, 2), type, mct -> mct.getInventory().insertItem(0, planks.copy(), false));
scene.world.removeItemsFromBelt(util.grid.at(3, 1, 2));
scene.world.flapFunnel(util.grid.at(3, 2, 2), false);
scene.overlay.showSelectionWithText(util.select.position(2, 2, 2), 70).attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(2, 2, 2), Direction.NORTH)).text("Items can be inserted to Crafters automatically");
scene.idle(80);
scene.rotateCameraY(-60 - 90 - 30);
scene.idle(40);
Vec3 v = util.vector.blockSurface(util.grid.at(2, 2, 2), Direction.WEST);
AABB bb = new AABB(v, v).inflate(.125f, .5, .5);
v = v.add(0, 0, .5);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.WHITE, new Object(), bb, 45);
scene.overlay.showControls(new InputWindowElement(v, Pointing.LEFT).rightClick().withWrench(), 40);
scene.idle(7);
scene.world.connectCrafterInvs(util.grid.at(2, 2, 2), util.grid.at(1, 2, 2));
scene.idle(40);
scene.overlay.showSelectionWithText(util.select.fromTo(2, 2, 2, 1, 2, 2), 70).attachKeyFrame().placeNearTarget().pointAt(v).text("Using the Wrench at their backs, Mechanical Crafter inputs can be combined");
scene.idle(80);
scene.overlay.showControls(new InputWindowElement(v.add(0, 1, 0), Pointing.LEFT).rightClick().withWrench(), 20);
scene.idle(7);
scene.world.connectCrafterInvs(util.grid.at(2, 3, 2), util.grid.at(1, 3, 2));
scene.idle(20);
scene.overlay.showControls(new InputWindowElement(v.add(0, -1, 0), Pointing.LEFT).rightClick().withWrench(), 20);
scene.idle(7);
scene.world.connectCrafterInvs(util.grid.at(2, 1, 2), util.grid.at(1, 1, 2));
scene.idle(20);
scene.overlay.showControls(new InputWindowElement(v.add(.5, -.5, 0), Pointing.LEFT).rightClick().withWrench(), 20);
scene.idle(7);
scene.world.connectCrafterInvs(util.grid.at(2, 1, 2), util.grid.at(2, 2, 2));
scene.idle(10);
scene.overlay.showControls(new InputWindowElement(v.add(.5, .5, 0), Pointing.LEFT).rightClick().withWrench(), 20);
scene.idle(7);
scene.world.connectCrafterInvs(util.grid.at(2, 2, 2), util.grid.at(2, 3, 2));
scene.idle(20);
scene.rotateCameraY(90 + 30);
scene.idle(40);
scene.overlay.showSelectionWithText(util.select.fromTo(1, 1, 2, 2, 3, 2), 70).attachKeyFrame().placeNearTarget().text("All connected Crafters can now be accessed by the same input location");
scene.idle(60);
scene.overlay.showControls(new InputWindowElement(util.vector.centerOf(util.grid.at(4, 2, 2)), Pointing.DOWN).withItem(planks), 40);
scene.idle(7);
scene.world.createItemOnBelt(util.grid.at(4, 1, 2), Direction.EAST, ItemHandlerHelper.copyStackWithSize(planks, 16));
scene.idle(22);
scene.world.removeItemsFromBelt(util.grid.at(3, 1, 2));
BlockPos[] positions = new BlockPos[] { util.grid.at(2, 3, 2), util.grid.at(1, 3, 2), util.grid.at(1, 2, 2), util.grid.at(2, 1, 2), util.grid.at(1, 1, 2) };
scene.world.setCraftingResult(util.grid.at(1, 1, 2), new ItemStack(Items.OAK_DOOR, 3));
for (BlockPos pos : positions) {
scene.world.modifyTileEntity(pos, type, mct -> mct.getInventory().insertItem(0, planks.copy(), false));
scene.idle(1);
}
}
use of com.simibubi.create.foundation.ponder.Selection in project Create by Creators-of-Create.
the class CrafterScenes method covers.
public static void covers(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_crafter_covers", "Covering slots of Mechanical Crafters");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.world.setBlock(util.grid.at(2, 2, 2), Blocks.AIR.defaultBlockState(), false);
Selection kinetics = util.select.fromTo(3, 1, 2, 3, 1, 5);
scene.world.setKineticSpeed(util.select.fromTo(1, 2, 2, 3, 1, 2), 0);
scene.world.showSection(util.select.position(3, 2, 2), Direction.EAST);
scene.idle(5);
scene.world.showSection(util.select.position(2, 1, 2), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 2, 2), Direction.WEST);
scene.idle(5);
ItemStack iron = new ItemStack(Items.IRON_INGOT);
Class<MechanicalCrafterTileEntity> type = MechanicalCrafterTileEntity.class;
scene.world.modifyTileEntity(util.grid.at(3, 2, 2), type, mct -> mct.getInventory().insertItem(0, iron.copy(), false));
scene.idle(5);
scene.world.modifyTileEntity(util.grid.at(2, 1, 2), type, mct -> mct.getInventory().insertItem(0, iron.copy(), false));
scene.idle(5);
scene.world.modifyTileEntity(util.grid.at(1, 2, 2), type, mct -> mct.getInventory().insertItem(0, iron.copy(), false));
scene.idle(5);
Selection emptyCrafter = util.select.position(2, 2, 2);
scene.overlay.showSelectionWithText(emptyCrafter, 90).attachKeyFrame().colored(PonderPalette.RED).text("Some recipes will require additional Crafters to bridge gaps in the path").placeNearTarget();
scene.idle(70);
scene.world.restoreBlocks(emptyCrafter);
scene.world.setCraftingResult(util.grid.at(2, 2, 2), new ItemStack(Items.BUCKET));
scene.world.showSection(emptyCrafter, Direction.DOWN);
scene.idle(10);
scene.world.showSection(util.select.position(2, 3, 2), Direction.DOWN);
scene.world.showSection(kinetics, Direction.NORTH);
scene.idle(5);
scene.world.setKineticSpeed(util.select.fromTo(3, 1, 2, 1, 2, 2), -32);
scene.world.setKineticSpeed(util.select.position(3, 1, 2).add(emptyCrafter), 32);
scene.idle(20);
scene.overlay.showText(90).attachKeyFrame().colored(PonderPalette.GREEN).pointAt(util.vector.blockSurface(util.grid.at(2, 2, 2), Direction.NORTH)).text("Using Slot Covers, Crafters can be set to act as an Empty Slot in the arrangement").placeNearTarget();
scene.idle(100);
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(util.grid.at(2, 2, 2), Direction.NORTH).add(0.5, 0, 0), Pointing.RIGHT).withItem(AllItems.CRAFTER_SLOT_COVER.asStack()).rightClick(), 50);
scene.idle(7);
scene.world.modifyTileNBT(emptyCrafter, type, compound -> compound.putBoolean("Cover", true));
scene.idle(130);
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(util.grid.at(2, 3, 2), Direction.WEST), Pointing.LEFT).withItem(new ItemStack(Items.BUCKET)), 40);
scene.idle(50);
scene.world.showSection(util.select.position(4, 2, 2), Direction.DOWN);
scene.world.connectCrafterInvs(util.grid.at(3, 2, 2), util.grid.at(2, 2, 2));
scene.idle(5);
scene.world.connectCrafterInvs(util.grid.at(2, 1, 2), util.grid.at(2, 2, 2));
scene.idle(5);
scene.world.connectCrafterInvs(util.grid.at(1, 2, 2), util.grid.at(2, 2, 2));
scene.idle(10);
scene.overlay.showSelectionWithText(util.select.fromTo(3, 2, 2, 1, 2, 2).add(util.select.position(2, 1, 2)), 80).attachKeyFrame().pointAt(util.vector.blockSurface(util.grid.at(2, 2, 2), Direction.NORTH)).text("Shared Inputs created with the Wrench at the back can also reach across covered Crafters").placeNearTarget();
scene.idle(60);
ElementLink<EntityElement> ingot = scene.world.createItemEntity(util.vector.centerOf(4, 4, 2), util.vector.of(0, 0.2, 0), iron);
scene.idle(17);
scene.world.modifyEntity(ingot, Entity::discard);
scene.world.modifyTileEntity(util.grid.at(3, 2, 2), type, mct -> mct.getInventory().insertItem(0, iron.copy(), false));
ingot = scene.world.createItemEntity(util.vector.centerOf(4, 4, 2), util.vector.of(0, 0.2, 0), iron);
scene.idle(17);
scene.world.modifyEntity(ingot, Entity::discard);
scene.world.modifyTileEntity(util.grid.at(2, 1, 2), type, mct -> mct.getInventory().insertItem(0, iron.copy(), false));
ingot = scene.world.createItemEntity(util.vector.centerOf(4, 4, 2), util.vector.of(0, 0.2, 0), iron);
scene.idle(17);
scene.world.modifyEntity(ingot, Entity::discard);
scene.world.modifyTileEntity(util.grid.at(1, 2, 2), type, mct -> mct.getInventory().insertItem(0, iron.copy(), false));
}
use of com.simibubi.create.foundation.ponder.Selection in project Create by Creators-of-Create.
the class FunnelScenes method transposer.
public static void transposer(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("funnel_transfer", "Direct transfer");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
BlockPos funnelPos = util.grid.at(2, 2, 2);
Selection funnelSelect = util.select.position(funnelPos);
ElementLink<WorldSectionElement> rightChest = scene.world.showIndependentSection(util.select.position(0, 2, 2), Direction.DOWN);
ElementLink<WorldSectionElement> leftChest = scene.world.showIndependentSection(util.select.position(4, 2, 2), Direction.DOWN);
scene.world.moveSection(rightChest, util.vector.of(2, 1, 0), 0);
scene.world.moveSection(leftChest, util.vector.of(-2, -1, 0), 0);
scene.idle(5);
scene.world.showSection(funnelSelect, Direction.DOWN);
scene.idle(20);
scene.overlay.showSelectionWithText(funnelSelect, 40).colored(PonderPalette.RED).text("Funnels cannot ever transfer between closed inventories directly.").attachKeyFrame().placeNearTarget();
scene.idle(50);
scene.world.hideSection(funnelSelect, Direction.SOUTH);
scene.idle(20);
scene.world.setBlocks(funnelSelect, AllBlocks.CHUTE.getDefaultState(), false);
scene.world.showSection(funnelSelect, Direction.NORTH);
scene.idle(10);
scene.overlay.showText(40).colored(PonderPalette.GREEN).text("Chutes or Smart chutes might be more suitable for such purposes.").attachKeyFrame().pointAt(util.vector.centerOf(funnelPos)).placeNearTarget();
scene.idle(50);
scene.world.hideSection(funnelSelect, Direction.UP);
scene.world.hideIndependentSection(leftChest, Direction.UP);
scene.world.hideIndependentSection(rightChest, Direction.UP);
scene.idle(20);
Selection belt = util.select.layer(1);
scene.world.setBlocks(funnelSelect, Blocks.AIR.defaultBlockState(), false);
scene.world.showSection(belt, Direction.DOWN);
scene.world.showSection(util.select.fromTo(0, 2, 2, 4, 2, 2), Direction.DOWN);
scene.overlay.showText(120).colored(PonderPalette.GREEN).text("Same applies for horizontal movement. A mechanical belt should help here.").pointAt(util.vector.topOf(1, 2, 2)).placeNearTarget();
scene.markAsFinished();
}
use of com.simibubi.create.foundation.ponder.Selection in project Create by Creators-of-Create.
the class FunnelScenes method compat.
public static void compat(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("funnel_compat", "Funnel compatibility");
scene.configureBasePlate(0, 0, 5);
BlockPos sawFunnel = util.grid.at(4, 2, 1);
BlockPos depotFunnel = util.grid.at(2, 2, 2);
BlockPos drainFunnel = util.grid.at(0, 2, 3);
scene.world.showSection(util.select.layer(0), Direction.UP);
Selection firstShow = util.select.layer(1).add(util.select.position(sawFunnel.south())).add(util.select.position(depotFunnel.south())).add(util.select.position(drainFunnel.south()));
scene.idle(5);
scene.world.showSection(firstShow, Direction.DOWN);
scene.idle(8);
scene.overlay.showText(360).text("Funnels should also interact nicely with a handful of other components.").attachKeyFrame().independent(0);
scene.idle(40);
scene.world.showSection(util.select.position(sawFunnel), Direction.DOWN);
scene.overlay.showText(40).text("Vertical Saws").colored(PonderPalette.BLUE).placeNearTarget().pointAt(util.vector.centerOf(sawFunnel.below()));
scene.idle(8);
scene.world.createItemOnBeltLike(sawFunnel.below(), Direction.SOUTH, new ItemStack(Blocks.OAK_LOG));
scene.idle(40);
scene.world.showSection(util.select.position(depotFunnel), Direction.DOWN);
scene.overlay.showText(40).text("Depots").colored(PonderPalette.BLUE).placeNearTarget().pointAt(util.vector.centerOf(depotFunnel.below()));
scene.idle(8);
scene.world.createItemOnBeltLike(depotFunnel.below(), Direction.SOUTH, new ItemStack(Items.GOLDEN_PICKAXE));
scene.idle(40);
scene.world.showSection(util.select.position(drainFunnel), Direction.DOWN);
scene.overlay.showText(40).text("Item Drains").colored(PonderPalette.BLUE).placeNearTarget().pointAt(util.vector.centerOf(drainFunnel.below()));
scene.idle(8);
scene.world.createItemOnBeltLike(drainFunnel.below(), Direction.SOUTH, new ItemStack(Items.WATER_BUCKET));
scene.idle(40);
scene.markAsFinished();
}
use of com.simibubi.create.foundation.ponder.Selection in project Create by Creators-of-Create.
the class FunnelScenes method intro.
public static void intro(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("funnel_intro", "Using funnels");
scene.configureBasePlate(0, 1, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> f / 2f);
scene.idle(10);
Selection verticalFunnel = util.select.fromTo(2, -1, 4, 2, 4, 4).add(util.select.fromTo(1, 1, 4, 1, 4, 4));
Selection beltFunnels = util.select.fromTo(1, 2, 2, 3, 2, 2);
Selection beltFunnelEnv = util.select.fromTo(0, 1, 0, 5, 2, 2).substract(beltFunnels);
scene.world.showSection(beltFunnelEnv, Direction.DOWN);
scene.idle(20);
scene.world.showSection(beltFunnels, Direction.DOWN);
BlockPos entryBeltPos = util.grid.at(3, 1, 2);
BlockPos exitBeltPos = util.grid.at(1, 1, 2);
ItemStack itemStack = AllBlocks.BRASS_BLOCK.asStack();
for (int i = 0; i < 8; i++) {
scene.idle(8);
scene.world.removeItemsFromBelt(exitBeltPos);
scene.world.flapFunnel(exitBeltPos.above(), false);
if (i == 2)
scene.rotateCameraY(70);
if (i < 6)
scene.world.createItemOnBelt(entryBeltPos, Direction.EAST, itemStack);
}
scene.rotateCameraY(-70);
scene.idle(10);
Selection outputFunnel = util.select.position(1, 2, 4);
scene.world.setBlocks(outputFunnel, Blocks.AIR.defaultBlockState(), false);
scene.world.setBlocks(util.select.fromTo(2, -1, 4, 2, 0, 4), AllBlocks.ANDESITE_CASING.getDefaultState(), true);
ElementLink<WorldSectionElement> independentSection = scene.world.showIndependentSection(verticalFunnel, Direction.UP);
Vec3 topItemSpawn = util.vector.centerOf(2, 6, 4);
Vec3 sideItemSpawn = util.vector.centerOf(1, 3, 4).add(0.15f, -0.45f, 0);
ElementLink<EntityElement> lastItemEntity = null;
for (int i = 0; i < 4; i++) {
if (lastItemEntity != null)
scene.world.modifyEntity(lastItemEntity, Entity::discard);
if (i < 3)
lastItemEntity = scene.world.createItemEntity(topItemSpawn, util.vector.of(0, -0.4, 0), itemStack);
scene.idle(8);
}
scene.world.moveSection(independentSection, util.vector.of(0, 1, 0), 15);
scene.idle(10);
scene.world.setBlocks(outputFunnel, AllBlocks.ANDESITE_FUNNEL.getDefaultState().setValue(FunnelBlock.FACING, Direction.WEST).setValue(FunnelBlock.EXTRACTING, true), false);
for (int i = 0; i < 3; i++) {
scene.idle(8);
scene.world.flapFunnel(util.grid.at(1, 2, 4), false);
scene.world.createItemEntity(sideItemSpawn, util.vector.of(-.05, 0, 0), itemStack);
}
scene.idle(8);
scene.overlay.showText(360).text("Funnels are ideal for transferring items from and to inventories.").independent();
scene.markAsFinished();
}
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