use of com.simibubi.create.foundation.ponder.element.EntityElement in project Create by Creators-of-Create.
the class MechanicalDrillScenes method breaker.
public static void breaker(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_drill", "Breaking Blocks with the Mechanical Drill");
scene.configureBasePlate(0, 0, 5);
scene.world.setKineticSpeed(util.select.layer(0), -8);
scene.world.setKineticSpeed(util.select.layer(1), 16);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.fromTo(4, 1, 2, 5, 1, 2), Direction.DOWN);
scene.idle(10);
scene.world.showSection(util.select.position(3, 1, 2), Direction.EAST);
scene.idle(20);
BlockPos breakingPos = util.grid.at(2, 1, 2);
scene.world.showSection(util.select.position(2, 1, 2), Direction.DOWN);
scene.idle(5);
for (int i = 0; i < 10; i++) {
scene.idle(10);
scene.world.incrementBlockBreakingProgress(breakingPos);
if (i == 1) {
scene.overlay.showText(80).attachKeyFrame().placeNearTarget().pointAt(util.vector.topOf(breakingPos)).text("When given Rotational Force, a Mechanical Drill will break blocks directly in front of it");
}
}
scene.world.hideSection(util.select.position(breakingPos), Direction.UP);
ElementLink<EntityElement> plankEntity = scene.world.createItemEntity(util.vector.centerOf(breakingPos), util.vector.of(0, .1f, 0), new ItemStack(Items.OAK_PLANKS));
scene.idle(20);
scene.idle(15);
scene.world.modifyEntity(plankEntity, Entity::discard);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> 4 * f);
scene.effects.rotationSpeedIndicator(breakingPos.east(3));
scene.idle(5);
scene.world.setBlock(breakingPos, Blocks.OAK_PLANKS.defaultBlockState(), false);
scene.world.showSection(util.select.position(breakingPos), Direction.DOWN);
scene.idle(5);
for (int i = 0; i < 10; i++) {
scene.idle(3);
scene.world.incrementBlockBreakingProgress(breakingPos);
if (i == 2) {
scene.overlay.showText(80).attachKeyFrame().placeNearTarget().pointAt(util.vector.topOf(breakingPos.east())).text("Its mining speed depends on the Rotational Input");
}
}
scene.world.createItemEntity(util.vector.centerOf(breakingPos), util.vector.of(0, .1f, 0), new ItemStack(Items.OAK_PLANKS));
}
use of com.simibubi.create.foundation.ponder.element.EntityElement in project Create by Creators-of-Create.
the class MechanicalSawScenes method processing.
public static void processing(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_saw_processing", "Processing Items on the Mechanical Saw");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
BlockPos shaftPos = util.grid.at(2, 1, 3);
scene.world.setBlock(shaftPos, AllBlocks.SHAFT.getDefaultState().setValue(ShaftBlock.AXIS, Axis.Z), false);
BlockPos sawPos = util.grid.at(2, 1, 2);
Selection sawSelect = util.select.position(sawPos);
scene.world.modifyTileNBT(sawSelect, SawTileEntity.class, nbt -> nbt.putInt("RecipeIndex", 0));
scene.idle(5);
scene.world.showSection(util.select.fromTo(2, 1, 3, 2, 1, 5), Direction.DOWN);
scene.idle(10);
scene.effects.rotationDirectionIndicator(shaftPos);
scene.world.showSection(sawSelect, Direction.DOWN);
scene.idle(10);
scene.overlay.showText(50).attachKeyFrame().text("Upward facing Mechanical Saws can process a variety of items").pointAt(util.vector.blockSurface(sawPos, Direction.WEST)).placeNearTarget();
scene.idle(45);
ItemStack log = new ItemStack(Items.OAK_LOG);
ItemStack strippedLog = new ItemStack(Items.STRIPPED_OAK_LOG);
ItemStack planks = new ItemStack(Items.OAK_PLANKS);
Vec3 itemSpawn = util.vector.centerOf(sawPos.above().west());
ElementLink<EntityElement> logItem = scene.world.createItemEntity(itemSpawn, util.vector.of(0, 0, 0), log);
scene.idle(12);
scene.overlay.showControls(new InputWindowElement(itemSpawn, Pointing.DOWN).withItem(log), 20);
scene.idle(10);
scene.world.modifyEntity(logItem, e -> e.setDeltaMovement(util.vector.of(0.05, 0.2, 0)));
scene.idle(12);
scene.world.modifyEntity(logItem, Entity::discard);
scene.world.createItemOnBeltLike(sawPos, Direction.WEST, log);
scene.idle(50);
logItem = scene.world.createItemEntity(util.vector.topOf(sawPos).add(0.5, -.1, 0), util.vector.of(0.05, 0.18, 0), strippedLog);
scene.idle(12);
scene.overlay.showControls(new InputWindowElement(itemSpawn.add(2, 0, 0), Pointing.DOWN).withItem(strippedLog), 20);
scene.idle(30);
scene.overlay.showText(60).attachKeyFrame().text("The processed item always moves against the rotational input to the saw").pointAt(util.vector.blockSurface(sawPos, Direction.UP)).placeNearTarget();
scene.idle(70);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -2 * f);
scene.effects.rotationDirectionIndicator(shaftPos);
scene.world.modifyEntity(logItem, e -> e.setDeltaMovement(util.vector.of(-0.05, 0.2, 0)));
scene.idle(12);
scene.world.modifyEntity(logItem, Entity::discard);
scene.world.createItemOnBeltLike(sawPos, Direction.EAST, strippedLog);
scene.idle(25);
logItem = scene.world.createItemEntity(util.vector.topOf(sawPos).add(-0.5, -.1, 0), util.vector.of(-0.05, 0.18, 0), planks);
scene.idle(22);
Selection otherBelt = util.select.fromTo(3, 1, 3, 4, 1, 2);
Selection belt = util.select.fromTo(0, 1, 2, 1, 1, 3);
scene.world.setKineticSpeed(otherBelt, 0);
scene.world.setKineticSpeed(belt, 0);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -f);
scene.world.modifyEntity(logItem, Entity::discard);
scene.world.setBlock(shaftPos, AllBlocks.COGWHEEL.getDefaultState().setValue(ShaftBlock.AXIS, Axis.Z), true);
scene.idle(3);
scene.addKeyframe();
ElementLink<WorldSectionElement> beltSection = scene.world.showIndependentSection(belt, Direction.EAST);
scene.world.moveSection(beltSection, util.vector.of(0, 100, 0), 0);
scene.idle(1);
scene.world.removeItemsFromBelt(util.grid.at(1, 1, 2));
scene.idle(1);
scene.world.setKineticSpeed(belt, -64);
scene.idle(1);
scene.world.moveSection(beltSection, util.vector.of(0, -100, 0), 0);
scene.idle(3);
ElementLink<WorldSectionElement> otherBeltSection = scene.world.showIndependentSection(otherBelt, Direction.WEST);
scene.world.moveSection(otherBeltSection, util.vector.of(0, 100, 0), 0);
scene.idle(1);
scene.world.removeItemsFromBelt(util.grid.at(3, 1, 2));
scene.idle(1);
scene.world.setKineticSpeed(otherBelt, -64);
scene.idle(1);
scene.world.moveSection(otherBeltSection, util.vector.of(0, -100, 0), 0);
scene.idle(3);
ItemStack stone = new ItemStack(Blocks.STONE);
BlockPos firstBelt = util.grid.at(0, 1, 2);
scene.world.createItemOnBelt(firstBelt, Direction.WEST, stone);
scene.overlay.showText(60).text("Saws can work in-line with Mechanical Belts").pointAt(util.vector.blockSurface(firstBelt, Direction.WEST)).placeNearTarget();
scene.idle(60);
scene.rotateCameraY(-90);
scene.idle(20);
Vec3 filter = util.vector.of(2.5, 1 + 13 / 16f, 2.75);
scene.overlay.showFilterSlotInput(filter, 80);
ItemStack bricks = new ItemStack(Blocks.STONE_BRICKS);
scene.overlay.showControls(new InputWindowElement(filter, Pointing.DOWN).withItem(bricks), 80);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.idle(7);
scene.world.setFilterData(util.select.position(sawPos), SawTileEntity.class, bricks);
scene.idle(10);
scene.overlay.showText(80).attachKeyFrame().text("When an ingredient has multiple possible outcomes, the filter slot can specify it").pointAt(filter).placeNearTarget();
scene.idle(90);
scene.rotateCameraY(90);
scene.world.createItemOnBelt(firstBelt, Direction.WEST, stone);
scene.idle(20);
scene.markAsFinished();
scene.overlay.showText(100).text("Without filter, the Saw would cycle through all outcomes instead").colored(PonderPalette.RED).pointAt(filter).placeNearTarget();
scene.idle(65);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
}
use of com.simibubi.create.foundation.ponder.element.EntityElement in project Create by Creators-of-Create.
the class MovementActorScenes method psiTransfer.
public static void psiTransfer(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("portable_storage_interface", "Contraption Storage Exchange");
scene.configureBasePlate(0, 0, 6);
scene.scaleSceneView(0.95f);
scene.setSceneOffsetY(-1);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
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, 3, 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("Inventories on moving contraptions cannot be accessed by players.");
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 storage 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<PortableItemInterfaceTileEntity> psiClass = PortableItemInterfaceTileEntity.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, 3, 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 inventories on the contraption");
scene.idle(80);
BlockPos hopper = util.grid.at(2, 3, 2);
scene.world.showSection(util.select.position(hopper), Direction.DOWN);
scene.overlay.showText(70).placeNearTarget().pointAt(util.vector.topOf(hopper)).attachKeyFrame().text("Items can now be inserted...");
ItemStack itemStack = new ItemStack(Items.COPPER_INGOT);
Vec3 entitySpawn = util.vector.topOf(hopper.above(3));
ElementLink<EntityElement> entity1 = scene.world.createItemEntity(entitySpawn, util.vector.of(0, 0.2, 0), itemStack);
scene.idle(10);
ElementLink<EntityElement> entity2 = scene.world.createItemEntity(entitySpawn, util.vector.of(0, 0.2, 0), itemStack);
scene.idle(10);
scene.world.modifyEntity(entity1, Entity::discard);
scene.idle(10);
scene.world.modifyEntity(entity2, Entity::discard);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(5, 3, 2), Pointing.DOWN).withItem(itemStack), 40);
scene.idle(30);
scene.world.hideSection(util.select.position(hopper), Direction.UP);
scene.idle(15);
BlockPos beltPos = util.grid.at(1, 1, 2);
scene.world.showSection(util.select.fromTo(0, 1, 0, 1, 2, 6), Direction.DOWN);
scene.idle(10);
scene.world.createItemOnBelt(beltPos, Direction.EAST, itemStack.copy());
scene.overlay.showText(40).placeNearTarget().pointAt(util.vector.topOf(beltPos.above())).text("...or extracted from the contraption");
scene.idle(15);
scene.world.createItemOnBelt(beltPos, Direction.EAST, itemStack);
scene.idle(20);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.idle(15);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.overlay.showText(120).placeNearTarget().pointAt(util.vector.topOf(psi2)).text("After no items 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.element.EntityElement in project Create by Creators-of-Create.
the class ProcessingScenes method crushingWheels.
public static void crushingWheels(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("crushing_wheels", "Processing Items with Crushing Wheels");
scene.configureBasePlate(0, 0, 5);
scene.scaleSceneView(.9f);
Selection wheels = util.select.fromTo(3, 2, 2, 1, 2, 2);
Selection kinetics = util.select.fromTo(0, 1, 5, 4, 1, 3);
Selection kinetics2 = util.select.fromTo(0, 2, 5, 4, 2, 3);
Selection beltCog = util.select.position(5, 0, 1);
scene.world.setKineticSpeed(wheels, 0);
scene.world.setBlock(util.grid.at(2, 3, 2), Blocks.AIR.defaultBlockState(), false);
scene.world.showSection(util.select.layer(0).substract(beltCog), Direction.UP);
scene.idle(5);
Selection belt = util.select.fromTo(4, 1, 2, 4, 4, 2).add(util.select.fromTo(4, 3, 3, 4, 4, 3)).add(util.select.position(3, 3, 2)).add(util.select.position(2, 3, 2));
Selection bottomBelt = util.select.fromTo(5, 1, 0, 2, 1, 0).add(util.select.fromTo(2, 1, 2, 2, 1, 1));
BlockPos center = util.grid.at(2, 2, 2);
Selection wWheel = util.select.position(center.west());
Selection eWheel = util.select.position(center.east());
scene.world.showSection(wWheel, Direction.SOUTH);
scene.idle(3);
scene.world.showSection(eWheel, Direction.SOUTH);
scene.idle(10);
Vec3 centerTop = util.vector.topOf(center);
scene.overlay.showText(60).attachKeyFrame().text("A pair of Crushing Wheels can grind items very effectively").pointAt(centerTop).placeNearTarget();
scene.idle(70);
scene.world.showSection(kinetics, Direction.DOWN);
scene.idle(3);
scene.world.showSection(kinetics2, Direction.DOWN);
scene.world.setKineticSpeed(wWheel, -16);
scene.world.setKineticSpeed(eWheel, 16);
scene.idle(5);
scene.effects.rotationDirectionIndicator(center.west());
scene.effects.rotationDirectionIndicator(center.east());
scene.idle(10);
scene.overlay.showText(60).attachKeyFrame().text("Their Rotational Input has to make them spin into each other").pointAt(util.vector.blockSurface(center.west(), Direction.NORTH)).placeNearTarget();
scene.idle(40);
scene.effects.rotationDirectionIndicator(center.west());
scene.effects.rotationDirectionIndicator(center.east());
scene.idle(30);
ItemStack input = new ItemStack(Items.GOLD_ORE);
ItemStack output = new ItemStack(Items.RAW_GOLD);
Vec3 entitySpawn = util.vector.topOf(center.above(2));
ElementLink<EntityElement> entity1 = scene.world.createItemEntity(entitySpawn, util.vector.of(0, 0.2, 0), input);
scene.idle(18);
scene.world.modifyEntity(entity1, Entity::discard);
Emitter blockSpace = Emitter.withinBlockSpace(new ItemParticleOption(ParticleTypes.ITEM, input), util.vector.of(0, 0, 0));
scene.effects.emitParticles(util.vector.centerOf(center).add(0, -0.2, 0), blockSpace, 3, 40);
scene.idle(10);
scene.overlay.showControls(new InputWindowElement(centerTop, Pointing.DOWN).withItem(input), 30);
scene.idle(7);
scene.overlay.showText(50).attachKeyFrame().text("Items thrown or inserted into the top will get processed").pointAt(centerTop).placeNearTarget();
scene.idle(60);
scene.world.createItemEntity(centerTop.add(0, -1.4, 0), util.vector.of(0, 0, 0), output);
scene.idle(10);
scene.world.createItemEntity(centerTop.add(0, -1.4, 0), util.vector.of(0, 0, 0), output);
scene.overlay.showControls(new InputWindowElement(centerTop.add(0, -2, 0), Pointing.UP).withItem(output), 30);
scene.idle(40);
scene.world.restoreBlocks(util.select.position(2, 3, 2));
scene.world.showSection(belt, Direction.DOWN);
scene.idle(5);
scene.world.showSection(beltCog, Direction.UP);
scene.idle(5);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.world.showSection(bottomBelt, Direction.SOUTH);
scene.idle(5);
scene.overlay.showText(50).attachKeyFrame().text("Items can be inserted and picked up through automated means as well").pointAt(centerTop.add(0, .5, 0)).placeNearTarget();
scene.idle(40);
for (int i = 0; i < 5; i++) {
if (i < 4)
scene.world.createItemOnBelt(util.grid.at(4, 4, 2), Direction.EAST, input);
scene.idle(15);
if (i < 3)
scene.world.createItemOnBelt(util.grid.at(4, 4, 2), Direction.EAST, input);
scene.idle(15);
if (i > 0) {
scene.world.createItemOnBelt(center.below(), Direction.UP, output);
scene.idle(15);
scene.world.createItemOnBelt(center.below(), Direction.UP, output);
}
scene.world.removeItemsFromBelt(util.grid.at(3, 3, 2));
if (i < 4)
scene.effects.emitParticles(util.vector.centerOf(center).add(0, -0.2, 0), blockSpace, 3, 28);
if (i == 0)
scene.markAsFinished();
}
}
use of com.simibubi.create.foundation.ponder.element.EntityElement in project Create by Creators-of-Create.
the class DeployerScenes method filter.
public static void filter(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("deployer", "Using the Deployer");
scene.configureBasePlate(0, 0, 5);
BlockPos potPosition = util.grid.at(1, 1, 2);
BlockPos deployerPos = util.grid.at(3, 1, 2);
Selection deployerSelection = util.select.position(deployerPos);
scene.world.setBlock(potPosition, Blocks.AIR.defaultBlockState(), false);
scene.world.showSection(util.select.layer(0).add(util.select.position(1, 1, 2)), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.fromTo(3, 1, 3, 3, 1, 5), Direction.DOWN);
scene.idle(10);
scene.world.showSection(deployerSelection, Direction.SOUTH);
scene.idle(10);
scene.overlay.showText(60).placeNearTarget().pointAt(util.vector.topOf(deployerPos)).text("Given Rotational Force, a Deployer can imitate player interactions");
scene.world.moveDeployer(deployerPos, 1, 25);
scene.idle(26);
scene.world.moveDeployer(deployerPos, -1, 25);
scene.idle(44);
scene.overlay.showSelectionWithText(util.select.position(deployerPos.west(2)), 60).text("It will always interact with the position 2 blocks in front of itself").attachKeyFrame().placeNearTarget().colored(PonderPalette.GREEN).attachKeyFrame();
scene.world.moveDeployer(deployerPos, 1, 25);
scene.idle(26);
scene.world.moveDeployer(deployerPos, -1, 25);
scene.idle(20);
scene.world.showSection(util.select.fromTo(2, 1, 3, 2, 1, 1), Direction.DOWN);
scene.idle(24);
scene.overlay.showText(50).pointAt(util.vector.topOf(deployerPos.west())).text("Blocks directly in front will not obstruct it").placeNearTarget();
scene.world.moveDeployer(deployerPos, 1, 25);
scene.idle(26);
scene.world.moveDeployer(deployerPos, -1, 25);
scene.idle(34);
scene.world.hideSection(util.select.fromTo(2, 1, 3, 2, 1, 1), Direction.UP);
scene.idle(20);
String[] actions = new String[] { "Place Blocks,", "Use Items,", "Activate Blocks,", "Harvest blocks", "and Attack Mobs" };
scene.overlay.showText(80).attachKeyFrame().independent(40).placeNearTarget().text("Deployers can:");
int y = 60;
for (String s : actions) {
scene.idle(15);
scene.overlay.showText(50).colored(PonderPalette.MEDIUM).placeNearTarget().independent(y).text(s);
y += 16;
}
scene.idle(50);
ItemStack pot = new ItemStack(Items.FLOWER_POT);
Vec3 frontVec = util.vector.blockSurface(deployerPos, Direction.WEST).add(-.125, 0, 0);
scene.overlay.showControls(new InputWindowElement(frontVec, Pointing.DOWN).rightClick().withItem(pot), 40);
scene.idle(7);
Class<DeployerTileEntity> teType = DeployerTileEntity.class;
scene.world.modifyTileNBT(deployerSelection, teType, nbt -> nbt.put("HeldItem", pot.serializeNBT()));
scene.idle(10);
scene.overlay.showText(40).attachKeyFrame().placeNearTarget().pointAt(frontVec).text("Right-click the front to give it an Item to use");
scene.idle(40);
scene.world.moveDeployer(deployerPos, 1, 25);
scene.idle(26);
scene.world.restoreBlocks(util.select.position(potPosition));
scene.world.modifyTileNBT(deployerSelection, teType, nbt -> nbt.put("HeldItem", ItemStack.EMPTY.serializeNBT()));
scene.world.moveDeployer(deployerPos, -1, 25);
scene.idle(20);
scene.world.showSection(util.select.position(deployerPos.above()), Direction.DOWN);
ItemStack tulip = new ItemStack(Items.RED_TULIP);
Vec3 entitySpawn = util.vector.topOf(deployerPos.above(3));
ElementLink<EntityElement> entity1 = scene.world.createItemEntity(entitySpawn, util.vector.of(0, 0.2, 0), tulip);
scene.idle(17);
scene.world.modifyEntity(entity1, Entity::discard);
scene.world.modifyTileNBT(deployerSelection, teType, nbt -> nbt.put("HeldItem", tulip.serializeNBT()));
scene.idle(10);
scene.overlay.showText(40).placeNearTarget().pointAt(util.vector.of(3, 2.5, 3)).text("Items can also be inserted automatically");
scene.idle(30);
scene.world.moveDeployer(deployerPos, 1, 25);
scene.idle(26);
scene.world.setBlock(potPosition, Blocks.POTTED_RED_TULIP.defaultBlockState(), false);
scene.world.modifyTileNBT(deployerSelection, teType, nbt -> nbt.put("HeldItem", ItemStack.EMPTY.serializeNBT()));
scene.world.moveDeployer(deployerPos, -1, 25);
scene.idle(25);
scene.world.hideSection(util.select.position(potPosition), Direction.UP);
scene.world.hideSection(util.select.position(deployerPos.above()), Direction.EAST);
scene.idle(20);
Vec3 filterSlot = frontVec.add(0.375, 0.25, 0);
scene.overlay.showFilterSlotInput(filterSlot, 80);
scene.overlay.showText(40).attachKeyFrame().placeNearTarget().pointAt(filterSlot).text("Deployers carry a filter slot");
scene.idle(50);
ItemStack shears = new ItemStack(Items.SHEARS);
scene.overlay.showControls(new InputWindowElement(filterSlot, Pointing.DOWN).rightClick().withItem(shears), 40);
scene.idle(7);
scene.world.setFilterData(deployerSelection, teType, shears);
scene.overlay.showText(60).placeNearTarget().pointAt(filterSlot).text("When a filter is set, it activates only while holding a matching item");
scene.idle(70);
ElementLink<EntityElement> sheep = scene.world.createEntity(w -> {
Sheep entity = EntityType.SHEEP.create(w);
entity.setColor(DyeColor.PINK);
Vec3 p = util.vector.topOf(util.grid.at(1, 0, 2));
entity.setPos(p.x, p.y, p.z);
entity.xo = p.x;
entity.yo = p.y;
entity.zo = p.z;
entity.animationPosition = 0;
entity.yRotO = 210;
entity.setYRot(210);
entity.yHeadRotO = 210;
entity.yHeadRot = 210;
return entity;
});
scene.idle(20);
scene.world.showSection(util.select.position(deployerPos.above()), Direction.WEST);
entity1 = scene.world.createItemEntity(entitySpawn, util.vector.of(0, 0.2, 0), shears);
scene.idle(17);
scene.world.modifyEntity(entity1, Entity::discard);
scene.world.modifyTileNBT(deployerSelection, teType, nbt -> nbt.put("HeldItem", shears.serializeNBT()));
scene.idle(10);
scene.overlay.showText(60).placeNearTarget().pointAt(util.vector.of(3, 2.5, 3)).text("Only items matching the filter can now be inserted...");
scene.idle(70);
scene.world.moveDeployer(deployerPos, 1, 25);
scene.idle(26);
scene.world.modifyEntity(sheep, e -> ((Sheep) e).setSheared(true));
scene.effects.emitParticles(util.vector.topOf(deployerPos.west(2)).add(0, -.25, 0), Emitter.withinBlockSpace(new BlockParticleOption(ParticleTypes.BLOCK, Blocks.PINK_WOOL.defaultBlockState()), util.vector.of(0, 0, 0)), 25, 1);
scene.world.moveDeployer(deployerPos, -1, 25);
scene.world.showSection(util.select.position(deployerPos.north()), Direction.SOUTH);
scene.idle(25);
scene.overlay.showText(80).placeNearTarget().pointAt(util.vector.of(3.5, 1.25, 1.25)).text("...and only non-matching items will be extracted");
scene.world.flapFunnel(deployerPos.north(), true);
scene.world.createItemEntity(util.vector.centerOf(deployerPos.north()).subtract(0, .45, 0), util.vector.of(0, 0, -0.1), new ItemStack(Items.PINK_WOOL));
scene.markAsFinished();
for (int i = 0; i < 10; i++) {
scene.idle(26);
scene.world.moveDeployer(deployerPos, 1, 25);
scene.idle(26);
scene.world.moveDeployer(deployerPos, -1, 25);
scene.idle(26);
}
}
Aggregations