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Example 51 with InputWindowElement

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

the class KineticsScenes method cogwheelsCanBeEncased.

public static void cogwheelsCanBeEncased(SceneBuilder scene, SceneBuildingUtil util) {
    scene.title("cogwheel_casing", "Encasing Cogwheels");
    scene.configureBasePlate(0, 0, 5);
    scene.world.showSection(util.select.layer(0), Direction.UP);
    Selection large1 = util.select.position(4, 1, 3);
    Selection small1 = util.select.fromTo(3, 1, 2, 3, 2, 2);
    Selection small2 = util.select.position(2, 1, 2);
    Selection large2 = util.select.fromTo(1, 1, 3, 1, 1, 4);
    Selection shaft2 = util.select.position(2, 2, 2);
    scene.world.setKineticSpeed(shaft2, 0);
    scene.idle(10);
    scene.world.showSection(large1, Direction.DOWN);
    scene.idle(5);
    scene.world.showSection(small1, Direction.DOWN);
    scene.world.showSection(small2, Direction.DOWN);
    scene.idle(5);
    scene.world.showSection(large2, Direction.EAST);
    scene.idle(20);
    BlockEntry<EncasedCogwheelBlock> andesiteEncased = AllBlocks.ANDESITE_ENCASED_COGWHEEL;
    ItemStack andesiteCasingItem = AllBlocks.ANDESITE_CASING.asStack();
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(3, 0, 2), Pointing.UP).rightClick().withItem(andesiteCasingItem), 100);
    scene.idle(7);
    scene.world.setBlocks(util.select.position(3, 1, 2), andesiteEncased.getDefaultState().setValue(EncasedCogwheelBlock.AXIS, Axis.Y).setValue(EncasedCogwheelBlock.TOP_SHAFT, true), true);
    scene.world.setKineticSpeed(util.select.position(3, 1, 2), -32);
    scene.idle(15);
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(2, 1, 2), Pointing.DOWN).rightClick().withItem(andesiteCasingItem), 30);
    scene.idle(7);
    scene.world.setBlocks(small2, andesiteEncased.getDefaultState().setValue(EncasedCogwheelBlock.AXIS, Axis.Y), true);
    scene.world.setKineticSpeed(small2, 32);
    scene.idle(15);
    BlockEntry<EncasedCogwheelBlock> brassEncased = AllBlocks.BRASS_ENCASED_LARGE_COGWHEEL;
    ItemStack brassCasingItem = AllBlocks.BRASS_CASING.asStack();
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(1, 0, 3), Pointing.UP).rightClick().withItem(brassCasingItem), 60);
    scene.idle(7);
    scene.world.setBlocks(util.select.position(1, 1, 3), brassEncased.getDefaultState().setValue(EncasedCogwheelBlock.AXIS, Axis.Y), true);
    scene.world.setKineticSpeed(util.select.position(1, 1, 3), -16);
    scene.idle(10);
    scene.overlay.showText(70).placeNearTarget().attachKeyFrame().text("Brass or Andesite Casing can be used to decorate Cogwheels").pointAt(util.vector.topOf(1, 1, 3));
    scene.idle(80);
    ElementLink<WorldSectionElement> shaftLink = scene.world.showIndependentSection(shaft2, Direction.DOWN);
    scene.idle(15);
    scene.overlay.showText(90).placeNearTarget().colored(PonderPalette.RED).attachKeyFrame().text("Components added after encasing will not connect to the shaft outputs").pointAt(util.vector.centerOf(2, 2, 2));
    scene.idle(90);
    scene.world.moveSection(shaftLink, new Vec3(0, .5f, 0), 10);
    scene.idle(10);
    scene.addKeyframe();
    Vec3 wrenchHere = util.vector.topOf(2, 1, 2).add(.25, 0, -.25);
    scene.overlay.showControls(new InputWindowElement(wrenchHere, Pointing.RIGHT).rightClick().withWrench(), 25);
    scene.idle(7);
    scene.world.cycleBlockProperty(util.grid.at(2, 1, 2), EncasedCogwheelBlock.TOP_SHAFT);
    scene.idle(15);
    scene.world.moveSection(shaftLink, new Vec3(0, -.5f, 0), 10);
    scene.idle(10);
    scene.world.setKineticSpeed(shaft2, 32);
    scene.effects.rotationDirectionIndicator(util.grid.at(2, 2, 2));
    scene.idle(20);
    scene.overlay.showText(90).placeNearTarget().colored(PonderPalette.GREEN).text("The Wrench can be used to toggle connections").pointAt(wrenchHere.add(-.5, 0, .5));
    scene.idle(40);
    scene.overlay.showControls(new InputWindowElement(wrenchHere, Pointing.RIGHT).rightClick().withWrench(), 25);
    scene.idle(7);
    scene.world.cycleBlockProperty(util.grid.at(2, 1, 2), EncasedCogwheelBlock.TOP_SHAFT);
    scene.world.setKineticSpeed(shaft2, 0);
}
Also used : Selection(com.simibubi.create.foundation.ponder.Selection) Vec3(net.minecraft.world.phys.Vec3) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) EncasedCogwheelBlock(com.simibubi.create.content.contraptions.relays.encased.EncasedCogwheelBlock) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement) ItemStack(net.minecraft.world.item.ItemStack)

Example 52 with InputWindowElement

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

the class KineticsScenes method furnaceEngine.

private static void furnaceEngine(SceneBuilder scene, SceneBuildingUtil util, boolean flywheel) {
    scene.title(flywheel ? "flywheel" : "furnace_engine", "Generating Rotational Force using the " + (flywheel ? "Flywheel" : "Furnace Engine"));
    scene.configureBasePlate(0, 0, 6);
    scene.world.showSection(util.select.layer(0), Direction.UP);
    BlockPos furnacePos = util.grid.at(4, 1, 3);
    BlockPos cogPos = util.grid.at(1, 1, 2);
    BlockPos gaugePos = util.grid.at(1, 1, 1);
    scene.idle(5);
    Selection furnaceSelect = util.select.position(furnacePos);
    scene.world.showSection(furnaceSelect, Direction.DOWN);
    scene.idle(10);
    scene.world.showSection(util.select.position(furnacePos.west()), Direction.DOWN);
    scene.idle(10);
    scene.world.showSection(util.select.position(furnacePos.west(3)), Direction.EAST);
    scene.idle(10);
    String text = flywheel ? "Flywheels are required for generating rotational force with the Furnace Engine" : "Furnace Engines generate Rotational Force while their attached Furnace is running";
    scene.overlay.showText(80).attachKeyFrame().placeNearTarget().pointAt(util.vector.topOf(furnacePos.west(flywheel ? 3 : 1))).text(text);
    scene.idle(90);
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(furnacePos), Pointing.DOWN).withItem(new ItemStack(Items.OAK_LOG)), 30);
    scene.idle(5);
    scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(furnacePos, Direction.NORTH), Pointing.RIGHT).withItem(new ItemStack(Items.COAL)), 30);
    scene.idle(7);
    scene.world.cycleBlockProperty(furnacePos, FurnaceBlock.LIT);
    scene.effects.emitParticles(util.vector.of(4.5, 1.2, 2.9), Emitter.simple(ParticleTypes.LAVA, Vec3.ZERO), 4, 1);
    scene.world.setKineticSpeed(util.select.fromTo(1, 1, 3, 1, 1, 1), 16);
    scene.idle(40);
    scene.world.showSection(util.select.position(cogPos), Direction.SOUTH);
    scene.idle(15);
    scene.effects.rotationSpeedIndicator(cogPos);
    scene.world.showSection(util.select.position(gaugePos), Direction.SOUTH);
    scene.idle(15);
    scene.overlay.showText(80).attachKeyFrame().placeNearTarget().colored(PonderPalette.GREEN).pointAt(util.vector.blockSurface(gaugePos, Direction.WEST)).text("The provided Rotational Force has a very large stress capacity");
    scene.idle(90);
    ElementLink<WorldSectionElement> engine = scene.world.makeSectionIndependent(util.select.fromTo(3, 1, 3, 1, 1, 1));
    scene.world.moveSection(engine, util.vector.of(0, 1, 0), 15);
    scene.idle(10);
    scene.world.hideSection(furnaceSelect, Direction.NORTH);
    scene.idle(15);
    scene.world.setBlock(furnacePos, Blocks.BLAST_FURNACE.defaultBlockState().setValue(FurnaceBlock.FACING, Direction.NORTH).setValue(FurnaceBlock.LIT, true), false);
    scene.world.showSection(furnaceSelect, Direction.NORTH);
    scene.idle(10);
    scene.world.moveSection(engine, util.vector.of(0, -1, 0), 15);
    scene.idle(10);
    scene.world.setKineticSpeed(util.select.fromTo(1, 1, 3, 1, 1, 1), 32);
    scene.idle(5);
    scene.effects.rotationSpeedIndicator(cogPos);
    scene.overlay.showText(80).placeNearTarget().colored(PonderPalette.MEDIUM).pointAt(util.vector.topOf(furnacePos.west())).text("Using a Blast Furnace will double the efficiency of the Engine");
}
Also used : Selection(com.simibubi.create.foundation.ponder.Selection) 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)

Example 53 with InputWindowElement

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

the class KineticsScenes method valveHandle.

public static void valveHandle(SceneBuilder scene, SceneBuildingUtil util) {
    manualSource(scene, util, false);
    scene.world.setKineticSpeed(util.select.everywhere(), 0);
    scene.idle(20);
    Vec3 centerOf = util.vector.centerOf(2, 2, 2);
    scene.overlay.showControls(new InputWindowElement(centerOf, Pointing.DOWN).rightClick().withItem(new ItemStack(Items.BLUE_DYE)), 40);
    scene.idle(7);
    scene.world.modifyBlock(util.grid.at(2, 2, 2), s -> AllBlocks.DYED_VALVE_HANDLES.get(DyeColor.BLUE).getDefaultState().setValue(ValveHandleBlock.FACING, Direction.UP), true);
    scene.idle(10);
    scene.overlay.showText(70).text("Valve handles can be dyed for aesthetic purposes").placeNearTarget().pointAt(centerOf);
}
Also used : Vec3(net.minecraft.world.phys.Vec3) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) ItemStack(net.minecraft.world.item.ItemStack)

Example 54 with InputWindowElement

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

the class MechanicalSawScenes method contraption.

public static void contraption(SceneBuilder scene, SceneBuildingUtil util) {
    scene.title("mechanical_saw_contraption", "Using Mechanical Saws on Contraptions");
    scene.configureBasePlate(1, 0, 6);
    scene.scaleSceneView(.9f);
    scene.world.setBlock(util.grid.at(2, 0, 3), Blocks.GRASS_BLOCK.defaultBlockState(), false);
    scene.world.showSection(util.select.layer(0).add(util.select.position(3, 1, 1)).add(util.select.position(1, 1, 2)).add(util.select.position(2, 1, 4)), Direction.UP);
    Selection kinetics = util.select.fromTo(6, 1, 2, 6, 1, 6);
    scene.idle(5);
    ElementLink<WorldSectionElement> pistonHead = scene.world.showIndependentSection(util.select.fromTo(6, 1, 1, 8, 1, 1), Direction.DOWN);
    scene.world.moveSection(pistonHead, util.vector.of(0, 0, 1), 0);
    scene.world.showSection(kinetics, Direction.DOWN);
    scene.idle(5);
    ElementLink<WorldSectionElement> contraption = scene.world.showIndependentSection(util.select.fromTo(5, 1, 3, 5, 1, 2), Direction.DOWN);
    scene.idle(5);
    scene.world.showSectionAndMerge(util.select.position(4, 1, 3), Direction.EAST, contraption);
    scene.idle(5);
    scene.world.showSectionAndMerge(util.select.position(4, 1, 2), Direction.EAST, contraption);
    scene.idle(5);
    scene.overlay.showText(60).attachKeyFrame().placeNearTarget().pointAt(util.vector.topOf(util.grid.at(4, 1, 3))).text("Whenever Saws are moved as part of an animated Contraption...");
    scene.idle(70);
    Selection saws = util.select.fromTo(4, 1, 2, 4, 1, 3);
    Selection tree = util.select.fromTo(2, 1, 3, 2, 7, 3).add(util.select.layersFrom(3));
    scene.world.showSection(tree, Direction.UP);
    scene.world.setKineticSpeed(util.select.position(5, 0, 6), -8);
    scene.world.setKineticSpeed(kinetics, 16);
    scene.world.setKineticSpeed(saws, 16);
    scene.world.moveSection(pistonHead, util.vector.of(-1, 0, 0), 20);
    scene.world.moveSection(contraption, util.vector.of(-1, 0, 0), 20);
    scene.idle(20);
    BlockPos breakingPos = util.grid.at(2, 1, 3);
    for (int i = 0; i < 10; i++) {
        scene.idle(3);
        scene.world.incrementBlockBreakingProgress(breakingPos);
        if (i == 2) {
            scene.overlay.showText(80).placeNearTarget().pointAt(util.vector.blockSurface(breakingPos, Direction.WEST)).text("...they will cut any trees the contraption runs them into");
        }
    }
    scene.world.replaceBlocks(util.select.fromTo(2, 2, 3, 2, 6, 3), Blocks.AIR.defaultBlockState(), true);
    scene.world.destroyBlock(util.grid.at(4, 5, 1));
    scene.world.destroyBlock(util.grid.at(1, 4, 2));
    scene.world.destroyBlock(util.grid.at(3, 6, 2));
    scene.world.destroyBlock(util.grid.at(2, 4, 1));
    scene.world.destroyBlock(util.grid.at(2, 6, 3));
    scene.world.destroyBlock(util.grid.at(2, 5, 2));
    scene.world.destroyBlock(util.grid.at(1, 4, 2));
    scene.world.replaceBlocks(util.select.layersFrom(4), Blocks.AIR.defaultBlockState(), false);
    for (int i = 0; i < 5; i++) {
        Vec3 dropPos = util.vector.centerOf(breakingPos.above(i));
        float distance = (float) dropPos.distanceTo(util.vector.centerOf(breakingPos));
        scene.world.createItemEntity(dropPos, util.vector.of(-distance / 20, 0, 0), new ItemStack(Items.OAK_LOG));
    }
    scene.world.moveSection(pistonHead, util.vector.of(-1, 0, 0), 20);
    scene.world.moveSection(contraption, util.vector.of(-1, 0, 0), 20);
    scene.idle(20);
    scene.world.setKineticSpeed(saws, 0);
    scene.idle(20);
    scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -f);
    scene.world.moveSection(pistonHead, util.vector.of(2, 0, 0), 40);
    scene.world.moveSection(contraption, util.vector.of(2, 0, 0), 40);
    scene.world.hideSection(tree, Direction.UP);
    scene.idle(40);
    scene.world.restoreBlocks(tree);
    scene.world.modifyEntities(ItemEntity.class, Entity::discard);
    scene.world.glueBlockOnto(util.grid.at(5, 2, 2), Direction.DOWN, contraption);
    scene.overlay.showText(60).attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(5, 2, 2), Direction.WEST)).sharedText("storage_on_contraption");
    scene.idle(70);
    scene.world.showSection(tree, Direction.DOWN);
    scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -f);
    scene.world.setKineticSpeed(saws, 16);
    scene.world.moveSection(pistonHead, util.vector.of(-1, 0, 0), 20);
    scene.world.moveSection(contraption, util.vector.of(-1, 0, 0), 20);
    scene.idle(20);
    for (int i = 0; i < 10; i++) {
        scene.idle(3);
        scene.world.incrementBlockBreakingProgress(breakingPos);
    }
    scene.world.replaceBlocks(util.select.fromTo(2, 2, 3, 2, 6, 3), Blocks.AIR.defaultBlockState(), true);
    scene.world.destroyBlock(util.grid.at(4, 5, 1));
    scene.world.destroyBlock(util.grid.at(1, 4, 2));
    scene.world.destroyBlock(util.grid.at(3, 6, 2));
    scene.world.destroyBlock(util.grid.at(2, 4, 1));
    scene.world.destroyBlock(util.grid.at(2, 6, 3));
    scene.world.destroyBlock(util.grid.at(2, 5, 2));
    scene.world.destroyBlock(util.grid.at(1, 4, 2));
    scene.world.replaceBlocks(util.select.layersFrom(4), Blocks.AIR.defaultBlockState(), false);
    scene.world.moveSection(pistonHead, util.vector.of(-1, 0, 0), 20);
    scene.world.moveSection(contraption, util.vector.of(-1, 0, 0), 20);
    scene.idle(20);
    scene.world.setKineticSpeed(saws, 0);
    scene.idle(10);
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(3, 2, 2), Pointing.DOWN).withItem(new ItemStack(Blocks.OAK_LOG)), 60);
    scene.idle(20);
}
Also used : SawTileEntity(com.simibubi.create.content.contraptions.components.saw.SawTileEntity) Entity(net.minecraft.world.entity.Entity) ItemEntity(net.minecraft.world.entity.item.ItemEntity) Selection(com.simibubi.create.foundation.ponder.Selection) 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)

Example 55 with InputWindowElement

use of com.simibubi.create.foundation.ponder.element.InputWindowElement 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);
}
Also used : SawTileEntity(com.simibubi.create.content.contraptions.components.saw.SawTileEntity) Entity(net.minecraft.world.entity.Entity) ItemEntity(net.minecraft.world.entity.item.ItemEntity) Selection(com.simibubi.create.foundation.ponder.Selection) Vec3(net.minecraft.world.phys.Vec3) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) BlockPos(net.minecraft.core.BlockPos) EntityElement(com.simibubi.create.foundation.ponder.element.EntityElement) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement) ItemStack(net.minecraft.world.item.ItemStack)

Aggregations

InputWindowElement (com.simibubi.create.foundation.ponder.element.InputWindowElement)85 BlockPos (net.minecraft.core.BlockPos)75 Vec3 (net.minecraft.world.phys.Vec3)63 Selection (com.simibubi.create.foundation.ponder.Selection)61 ItemStack (net.minecraft.world.item.ItemStack)60 WorldSectionElement (com.simibubi.create.foundation.ponder.element.WorldSectionElement)47 Entity (net.minecraft.world.entity.Entity)25 ItemEntity (net.minecraft.world.entity.item.ItemEntity)18 EntityElement (com.simibubi.create.foundation.ponder.element.EntityElement)17 AABB (net.minecraft.world.phys.AABB)16 Direction (net.minecraft.core.Direction)12 ElementLink (com.simibubi.create.foundation.ponder.ElementLink)11 MechanicalPressTileEntity (com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity)9 PonderPalette (com.simibubi.create.foundation.ponder.PonderPalette)9 SceneBuilder (com.simibubi.create.foundation.ponder.SceneBuilder)9 SceneBuildingUtil (com.simibubi.create.foundation.ponder.SceneBuildingUtil)9 Pointing (com.simibubi.create.foundation.utility.Pointing)9 DeployerTileEntity (com.simibubi.create.content.contraptions.components.deployer.DeployerTileEntity)8 Items (net.minecraft.world.item.Items)8 BlockState (net.minecraft.world.level.block.state.BlockState)8