use of com.simibubi.create.foundation.ponder.Selection in project Create by Creators-of-Create.
the class RedstoneScenes method analogLever.
public static void analogLever(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("analog_lever", "Controlling signals using the Analog Lever");
scene.configureBasePlate(0, 0, 5);
BlockPos[] wireLocations = new BlockPos[] { util.grid.at(2, 1, 1), util.grid.at(2, 1, 0), util.grid.at(1, 1, 0), util.grid.at(0, 1, 0), util.grid.at(0, 1, 1), util.grid.at(0, 1, 2), util.grid.at(0, 1, 3), util.grid.at(0, 1, 4), util.grid.at(1, 1, 4), util.grid.at(2, 1, 4), util.grid.at(3, 1, 4), util.grid.at(4, 1, 4), util.grid.at(4, 1, 3), util.grid.at(4, 1, 2), util.grid.at(4, 1, 1) };
Selection leverSelection = util.select.fromTo(2, 1, 2, 2, 2, 2);
Selection lamp = util.select.position(4, 1, 0);
BlockPos leverPos = util.grid.at(2, 2, 2);
Vec3 leverVec = util.vector.centerOf(leverPos).add(0, -.25, 0);
scene.world.showSection(util.select.layersFrom(0).substract(lamp).substract(leverSelection), Direction.UP);
scene.idle(5);
scene.world.showSection(lamp, Direction.DOWN);
scene.idle(10);
scene.world.showSection(leverSelection, Direction.DOWN);
scene.idle(20);
scene.overlay.showText(60).text("Analog Levers make for a compact and precise source of redstone power").placeNearTarget().attachKeyFrame().pointAt(leverVec);
scene.idle(70);
IntegerProperty power = RedStoneWireBlock.POWER;
scene.overlay.showControls(new InputWindowElement(leverVec, Pointing.DOWN).rightClick(), 40);
scene.idle(7);
for (int i = 0; i < 7; i++) {
scene.idle(2);
final int state = i + 1;
scene.world.modifyTileNBT(leverSelection, AnalogLeverTileEntity.class, nbt -> nbt.putInt("State", state));
scene.world.modifyBlock(wireLocations[i], s -> s.setValue(power, 7 - state), false);
scene.effects.indicateRedstone(wireLocations[i]);
}
scene.idle(20);
scene.overlay.showText(60).attachKeyFrame().text("Right-click to increase its analog power output").placeNearTarget().pointAt(leverVec);
scene.idle(70);
scene.overlay.showControls(new InputWindowElement(leverVec, Pointing.DOWN).rightClick().whileSneaking(), 40);
scene.idle(7);
for (int i = 7; i > 0; i--) {
scene.idle(2);
final int state = i - 1;
if (i > 3) {
scene.world.modifyTileNBT(leverSelection, AnalogLeverTileEntity.class, nbt -> nbt.putInt("State", state));
scene.effects.indicateRedstone(wireLocations[i]);
}
scene.world.modifyBlock(wireLocations[i], s -> s.setValue(power, state > 2 ? 0 : 3 - state), false);
}
scene.world.modifyBlock(wireLocations[0], s -> s.setValue(power, 3), false);
scene.idle(20);
scene.overlay.showText(60).attachKeyFrame().text("Right-click while Sneaking to decrease the power output again").placeNearTarget().pointAt(leverVec);
scene.idle(70);
scene.overlay.showControls(new InputWindowElement(leverVec, Pointing.DOWN).rightClick(), 40);
scene.idle(7);
for (int i = 0; i < 15; i++) {
scene.idle(2);
final int state = i + 1;
if (i >= 4) {
scene.world.modifyTileNBT(leverSelection, AnalogLeverTileEntity.class, nbt -> nbt.putInt("State", state));
scene.effects.indicateRedstone(wireLocations[i]);
}
scene.world.modifyBlock(wireLocations[i], s -> s.setValue(power, 15 - state), false);
}
scene.world.toggleRedstonePower(lamp);
scene.effects.indicateRedstone(leverPos);
scene.effects.indicateRedstone(util.grid.at(4, 1, 1));
scene.idle(20);
}
use of com.simibubi.create.foundation.ponder.Selection 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);
}
use of com.simibubi.create.foundation.ponder.Selection in project Create by Creators-of-Create.
the class FluidTankScenes method creative.
public static void creative(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("creative_fluid_tank", "Creative Fluid Tanks");
scene.configureBasePlate(0, 0, 5);
scene.showBasePlate();
scene.idle(5);
Selection largeCog = util.select.position(5, 0, 2);
Selection cTank = util.select.fromTo(3, 1, 1, 3, 2, 1);
Selection tank = util.select.fromTo(1, 1, 3, 1, 3, 3);
Selection pipes = util.select.fromTo(3, 1, 2, 2, 1, 3);
Selection cog = util.select.position(4, 1, 2);
BlockPos cTankPos = util.grid.at(3, 1, 1);
BlockPos pumpPos = util.grid.at(3, 1, 2);
ElementLink<WorldSectionElement> cTankLink = scene.world.showIndependentSection(cTank, Direction.DOWN);
scene.world.moveSection(cTankLink, util.vector.of(-1, 0, 1), 0);
scene.overlay.showText(70).text("Creative Fluid Tanks can be used to provide a bottomless supply of fluid").attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(2, 2, 2), Direction.WEST));
scene.idle(80);
ItemStack bucket = new ItemStack(Items.LAVA_BUCKET);
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(util.grid.at(2, 2, 2), Direction.NORTH), Pointing.RIGHT).rightClick().withItem(bucket), 40);
scene.idle(7);
scene.world.modifyTileEntity(cTankPos, CreativeFluidTankTileEntity.class, te -> ((CreativeSmartFluidTank) te.getTankInventory()).setContainedFluid(new FluidStack(Fluids.FLOWING_LAVA, 1000)));
scene.idle(5);
scene.overlay.showText(50).text("Right-Click with a fluid containing item to configure it").attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(2, 2, 2), Direction.WEST));
scene.idle(60);
scene.world.moveSection(cTankLink, util.vector.of(1, 0, -1), 6);
scene.idle(7);
scene.world.showSection(tank, Direction.DOWN);
scene.idle(5);
scene.world.showSection(largeCog, Direction.UP);
scene.world.showSection(cog, Direction.NORTH);
scene.world.showSection(pipes, Direction.NORTH);
scene.world.multiplyKineticSpeed(util.select.everywhere(), -1);
scene.world.propagatePipeChange(pumpPos);
scene.effects.rotationDirectionIndicator(pumpPos);
scene.idle(40);
scene.overlay.showText(70).text("Pipe Networks can now endlessly draw the assigned fluid from the tank").attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(3, 1, 2), Direction.WEST));
scene.idle(120);
scene.world.multiplyKineticSpeed(util.select.everywhere(), -1);
scene.world.propagatePipeChange(pumpPos);
scene.effects.rotationDirectionIndicator(pumpPos);
scene.idle(40);
scene.overlay.showText(70).text("Any Fluids pushed back into a Creative Fluid Tank will be voided").attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(3, 1, 2), Direction.WEST));
scene.idle(40);
}
use of com.simibubi.create.foundation.ponder.Selection in project Create by Creators-of-Create.
the class FluidTankScenes method sizes.
public static void sizes(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("fluid_tank_sizes", "Dimensions of a Fluid tank");
scene.configureBasePlate(0, 0, 6);
scene.scaleSceneView(0.9f);
scene.showBasePlate();
scene.idle(5);
Selection single = util.select.position(0, 3, 0);
Selection single2 = util.select.fromTo(1, 2, 1, 0, 2, 0);
Selection single3 = util.select.fromTo(2, 1, 0, 0, 1, 2);
ElementLink<WorldSectionElement> s1 = scene.world.showIndependentSection(single, Direction.DOWN);
scene.world.moveSection(s1, util.vector.of(2, -2, 2), 0);
scene.idle(10);
scene.overlay.showText(60).text("Fluid Tanks can be combined to increase the total capacity").attachKeyFrame().placeNearTarget().pointAt(util.vector.topOf(2, 1, 2));
scene.idle(40);
ElementLink<WorldSectionElement> s2 = scene.world.showIndependentSection(single, Direction.DOWN);
scene.world.moveSection(s2, util.vector.of(2, -2, 3), 0);
scene.idle(5);
ElementLink<WorldSectionElement> s3 = scene.world.showIndependentSection(single, Direction.DOWN);
scene.world.moveSection(s3, util.vector.of(3, -2, 3), 0);
scene.idle(5);
ElementLink<WorldSectionElement> s4 = scene.world.showIndependentSection(single, Direction.DOWN);
scene.world.moveSection(s4, util.vector.of(3, -2, 2), 0);
scene.idle(10);
scene.world.moveSection(s1, util.vector.of(0, -100, 0), 0);
scene.world.moveSection(s2, util.vector.of(0, -100, 0), 0);
scene.world.moveSection(s3, util.vector.of(0, -100, 0), 0);
scene.world.moveSection(s4, util.vector.of(0, -100, 0), 0);
ElementLink<WorldSectionElement> d = scene.world.showIndependentSectionImmediately(single2);
scene.world.moveSection(d, util.vector.of(2, -1, 2), 0);
scene.effects.indicateSuccess(util.grid.at(2, 1, 2));
scene.effects.indicateSuccess(util.grid.at(3, 1, 2));
scene.effects.indicateSuccess(util.grid.at(2, 1, 3));
scene.effects.indicateSuccess(util.grid.at(3, 1, 3));
scene.world.hideIndependentSection(s1, Direction.DOWN);
scene.world.hideIndependentSection(s2, Direction.DOWN);
scene.world.hideIndependentSection(s3, Direction.DOWN);
scene.world.hideIndependentSection(s4, Direction.DOWN);
scene.idle(25);
scene.overlay.showText(60).text("Their base square can be up to 3 blocks wide...").attachKeyFrame().placeNearTarget().pointAt(util.vector.topOf(2, 1, 2));
scene.idle(40);
s1 = scene.world.showIndependentSection(single, Direction.DOWN);
scene.world.moveSection(s1, util.vector.of(2, -2, 4), 0);
scene.idle(3);
s2 = scene.world.showIndependentSection(single, Direction.DOWN);
scene.world.moveSection(s2, util.vector.of(3, -2, 4), 0);
scene.idle(3);
s3 = scene.world.showIndependentSection(single, Direction.DOWN);
scene.world.moveSection(s3, util.vector.of(4, -2, 4), 0);
scene.idle(3);
s4 = scene.world.showIndependentSection(single, Direction.DOWN);
scene.world.moveSection(s4, util.vector.of(4, -2, 3), 0);
scene.idle(3);
ElementLink<WorldSectionElement> s5 = scene.world.showIndependentSection(single, Direction.DOWN);
scene.world.moveSection(s5, util.vector.of(4, -2, 2), 0);
scene.idle(10);
scene.world.moveSection(d, util.vector.of(0, -100, 0), 0);
scene.world.moveSection(s1, util.vector.of(0, -100, 0), 0);
scene.world.moveSection(s2, util.vector.of(0, -100, 0), 0);
scene.world.moveSection(s3, util.vector.of(0, -100, 0), 0);
scene.world.moveSection(s4, util.vector.of(0, -100, 0), 0);
scene.world.moveSection(s5, util.vector.of(0, -100, 0), 0);
ElementLink<WorldSectionElement> t = scene.world.showIndependentSectionImmediately(single3);
scene.world.moveSection(t, util.vector.of(2, 0, 2), 0);
for (int i = 2; i < 5; i++) for (int j = 2; j < 5; j++) scene.effects.indicateSuccess(util.grid.at(i, 1, j));
scene.world.hideIndependentSection(d, Direction.DOWN);
scene.world.hideIndependentSection(s1, Direction.DOWN);
scene.world.hideIndependentSection(s2, Direction.DOWN);
scene.world.hideIndependentSection(s3, Direction.DOWN);
scene.world.hideIndependentSection(s4, Direction.DOWN);
scene.world.hideIndependentSection(s5, Direction.DOWN);
scene.idle(25);
scene.world.hideIndependentSection(t, Direction.DOWN);
scene.idle(10);
Selection full1 = util.select.fromTo(5, 1, 0, 5, 6, 0);
Selection full2 = util.select.fromTo(4, 1, 1, 3, 6, 2);
Selection full3 = util.select.fromTo(0, 6, 5, 2, 1, 3);
scene.world.showSection(full1, Direction.DOWN);
scene.idle(5);
scene.world.showSection(full2, Direction.DOWN);
scene.idle(5);
scene.world.showSection(full3, Direction.DOWN);
scene.idle(10);
Vec3 blockSurface = util.vector.blockSurface(util.grid.at(3, 3, 1), Direction.WEST);
scene.overlay.showText(60).text("...and grow in height by more than 30 additional layers").attachKeyFrame().placeNearTarget().pointAt(blockSurface);
scene.idle(70);
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(util.grid.at(3, 3, 1), Direction.NORTH), Pointing.RIGHT).rightClick().withWrench(), 60);
scene.idle(7);
scene.world.modifyBlocks(full2, s -> s.setValue(FluidTankBlock.SHAPE, FluidTankBlock.Shape.PLAIN), false);
scene.idle(30);
scene.overlay.showText(60).text("Using a Wrench, a tanks' window can be toggled").attachKeyFrame().placeNearTarget().pointAt(blockSurface);
scene.idle(50);
}
use of com.simibubi.create.foundation.ponder.Selection in project Create by Creators-of-Create.
the class HosePulleyScenes method infinite.
public static void infinite(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("hose_pulley_infinite", "Passively Filling and Draining large bodies of Fluid");
scene.configureBasePlate(0, 0, 5);
scene.setSceneOffsetY(-.5f);
scene.scaleSceneView(.9f);
scene.showBasePlate();
scene.idle(5);
Selection tank = util.select.fromTo(4, 1, 1, 4, 3, 1);
Selection pipes = util.select.fromTo(3, 1, 1, 2, 3, 2);
Selection kinetics = util.select.fromTo(5, 1, 2, 4, 2, 2).add(util.select.position(5, 0, 2));
Selection hose = util.select.fromTo(1, 3, 2, 0, 3, 2);
BlockPos pumpPos = util.grid.at(3, 2, 2);
scene.world.showSection(hose, Direction.UP);
scene.idle(5);
scene.world.showSection(tank, Direction.DOWN);
scene.idle(10);
scene.world.showSection(pipes, Direction.NORTH);
scene.idle(5);
scene.world.showSection(kinetics, Direction.DOWN);
scene.idle(10);
scene.world.setKineticSpeed(hose, 32);
scene.idle(10);
Vec3 entryPoint = util.vector.topOf(1, 0, 2);
scene.overlay.showText(60).text("When deploying the Hose Pulley into a large enough ocean...").attachKeyFrame().placeNearTarget().pointAt(entryPoint);
scene.idle(40);
scene.world.setKineticSpeed(hose, 0);
scene.world.multiplyKineticSpeed(util.select.everywhere(), -1);
scene.world.propagatePipeChange(pumpPos);
scene.effects.rotationDirectionIndicator(pumpPos);
scene.idle(30);
Selection pulleyPos = util.select.position(1, 3, 2);
scene.overlay.showSelectionWithText(pulleyPos, 60).text("It will provide/dispose fluids without affecting the source").attachKeyFrame().colored(PonderPalette.BLUE).placeNearTarget().pointAt(util.vector.topOf(util.grid.at(1, 3, 2)));
scene.idle(80);
scene.overlay.showText(60).text("Pipe networks can limitlessly take fluids from/to such pulleys").attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(3, 2, 2), Direction.WEST));
scene.idle(40);
}
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