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Example 61 with InputWindowElement

use of com.simibubi.create.foundation.ponder.element.InputWindowElement 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);
}
Also used : Items(net.minecraft.world.item.Items) SceneBuilder(com.simibubi.create.foundation.ponder.SceneBuilder) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) Direction(net.minecraft.core.Direction) EntityType(net.minecraft.world.entity.EntityType) BasinTileEntity(com.simibubi.create.content.contraptions.processing.BasinTileEntity) Pointing(com.simibubi.create.foundation.utility.Pointing) MechanicalPressTileEntity(com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity) ItemParticleOption(net.minecraft.core.particles.ItemParticleOption) AllItems(com.simibubi.create.AllItems) ElementLink(com.simibubi.create.foundation.ponder.ElementLink) ImmutableList(com.google.common.collect.ImmutableList) BasinBlock(com.simibubi.create.content.contraptions.processing.BasinBlock) PonderPalette(com.simibubi.create.foundation.ponder.PonderPalette) BeltItemElement(com.simibubi.create.foundation.ponder.element.BeltItemElement) DeployerTileEntity(com.simibubi.create.content.contraptions.components.deployer.DeployerTileEntity) AllBlocks(com.simibubi.create.AllBlocks) Selection(com.simibubi.create.foundation.ponder.Selection) Iterate(com.simibubi.create.foundation.utility.Iterate) Mode(com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity.Mode) EntityElement(com.simibubi.create.foundation.ponder.element.EntityElement) Emitter(com.simibubi.create.foundation.ponder.instruction.EmitParticlesInstruction.Emitter) Blaze(net.minecraft.world.entity.monster.Blaze) SceneBuildingUtil(com.simibubi.create.foundation.ponder.SceneBuildingUtil) BlazeBurnerBlock(com.simibubi.create.content.contraptions.processing.burner.BlazeBurnerBlock) HeatLevel(com.simibubi.create.content.contraptions.processing.burner.BlazeBurnerBlock.HeatLevel) IntAttached(com.simibubi.create.foundation.utility.IntAttached) Blocks(net.minecraft.world.level.block.Blocks) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement) Entity(net.minecraft.world.entity.Entity) BlockPos(net.minecraft.core.BlockPos) ItemEntity(net.minecraft.world.entity.item.ItemEntity) Vec3(net.minecraft.world.phys.Vec3) LitBlazeBurnerBlock(com.simibubi.create.content.contraptions.processing.burner.LitBlazeBurnerBlock) NBTHelper(com.simibubi.create.foundation.utility.NBTHelper) ItemStack(net.minecraft.world.item.ItemStack) MillstoneTileEntity(com.simibubi.create.content.contraptions.components.millstone.MillstoneTileEntity) MechanicalMixerTileEntity(com.simibubi.create.content.contraptions.components.mixer.MechanicalMixerTileEntity) ParticleTypes(net.minecraft.core.particles.ParticleTypes) Vec3(net.minecraft.world.phys.Vec3) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) BlockPos(net.minecraft.core.BlockPos) ItemStack(net.minecraft.world.item.ItemStack) MechanicalPressTileEntity(com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity)

Example 62 with InputWindowElement

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

the class ProcessingScenes method blazeBurner.

public static void blazeBurner(SceneBuilder scene, SceneBuildingUtil util) {
    scene.title("blaze_burner", "Feeding Blaze Burners");
    scene.configureBasePlate(0, 0, 5);
    scene.showBasePlate();
    scene.idle(10);
    BlockPos burner = util.grid.at(2, 1, 2);
    scene.world.showSection(util.select.position(burner), Direction.DOWN);
    scene.idle(10);
    scene.world.showSection(util.select.position(burner.above()), Direction.DOWN);
    scene.idle(10);
    scene.overlay.showText(70).attachKeyFrame().text("Blaze Burners can provide Heat to Items processed in a Basin").pointAt(util.vector.blockSurface(burner, Direction.WEST)).placeNearTarget();
    scene.idle(80);
    scene.world.hideSection(util.select.position(burner.above()), Direction.UP);
    scene.idle(20);
    scene.world.setBlock(burner.above(), Blocks.AIR.defaultBlockState(), false);
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(burner), Pointing.DOWN).rightClick().withItem(new ItemStack(Items.OAK_PLANKS)), 15);
    scene.idle(7);
    scene.world.modifyBlock(burner, s -> s.setValue(BlazeBurnerBlock.HEAT_LEVEL, HeatLevel.FADING), false);
    scene.idle(15);
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(burner), Pointing.DOWN).rightClick().withItem(new ItemStack(Items.OAK_PLANKS)), 15);
    scene.idle(7);
    scene.world.modifyBlock(burner, s -> s.setValue(BlazeBurnerBlock.HEAT_LEVEL, HeatLevel.KINDLED), false);
    scene.idle(20);
    scene.overlay.showText(70).attachKeyFrame().text("For this, the Blaze has to be fed with flammable items").pointAt(util.vector.blockSurface(burner, Direction.WEST)).placeNearTarget();
    scene.idle(80);
    scene.idle(20);
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(burner), Pointing.DOWN).rightClick().withItem(AllItems.BLAZE_CAKE.asStack()), 30);
    scene.idle(7);
    scene.world.modifyBlock(burner, s -> s.setValue(BlazeBurnerBlock.HEAT_LEVEL, HeatLevel.SEETHING), false);
    scene.idle(20);
    scene.overlay.showText(80).attachKeyFrame().colored(PonderPalette.MEDIUM).text("With a Blaze Cake, the Burner can reach an even stronger level of heat").pointAt(util.vector.blockSurface(burner, Direction.WEST)).placeNearTarget();
    scene.idle(90);
    Class<DeployerTileEntity> teType = DeployerTileEntity.class;
    scene.world.modifyTileNBT(util.select.position(4, 1, 2), teType, nbt -> nbt.put("HeldItem", AllItems.BLAZE_CAKE.asStack().serializeNBT()));
    scene.world.showSection(util.select.fromTo(3, 0, 5, 2, 0, 5), Direction.UP);
    scene.idle(5);
    scene.world.showSection(util.select.fromTo(4, 1, 2, 4, 1, 5), Direction.DOWN);
    scene.idle(5);
    scene.world.showSection(util.select.fromTo(2, 1, 4, 2, 1, 5), Direction.DOWN);
    scene.idle(10);
    scene.overlay.showText(80).attachKeyFrame().text("The feeding process can be automated using Deployers or Mechanical Arms").pointAt(util.vector.blockSurface(burner.east(2), Direction.UP));
    scene.idle(90);
}
Also used : InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) BlockPos(net.minecraft.core.BlockPos) DeployerTileEntity(com.simibubi.create.content.contraptions.components.deployer.DeployerTileEntity) ItemStack(net.minecraft.world.item.ItemStack)

Example 63 with InputWindowElement

use of com.simibubi.create.foundation.ponder.element.InputWindowElement 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);
}
Also used : Items(net.minecraft.world.item.Items) SceneBuilder(com.simibubi.create.foundation.ponder.SceneBuilder) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) Direction(net.minecraft.core.Direction) EntityType(net.minecraft.world.entity.EntityType) BasinTileEntity(com.simibubi.create.content.contraptions.processing.BasinTileEntity) Pointing(com.simibubi.create.foundation.utility.Pointing) MechanicalPressTileEntity(com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity) ItemParticleOption(net.minecraft.core.particles.ItemParticleOption) AllItems(com.simibubi.create.AllItems) ElementLink(com.simibubi.create.foundation.ponder.ElementLink) ImmutableList(com.google.common.collect.ImmutableList) BasinBlock(com.simibubi.create.content.contraptions.processing.BasinBlock) PonderPalette(com.simibubi.create.foundation.ponder.PonderPalette) BeltItemElement(com.simibubi.create.foundation.ponder.element.BeltItemElement) DeployerTileEntity(com.simibubi.create.content.contraptions.components.deployer.DeployerTileEntity) AllBlocks(com.simibubi.create.AllBlocks) Selection(com.simibubi.create.foundation.ponder.Selection) Iterate(com.simibubi.create.foundation.utility.Iterate) Mode(com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity.Mode) EntityElement(com.simibubi.create.foundation.ponder.element.EntityElement) Emitter(com.simibubi.create.foundation.ponder.instruction.EmitParticlesInstruction.Emitter) Blaze(net.minecraft.world.entity.monster.Blaze) SceneBuildingUtil(com.simibubi.create.foundation.ponder.SceneBuildingUtil) BlazeBurnerBlock(com.simibubi.create.content.contraptions.processing.burner.BlazeBurnerBlock) HeatLevel(com.simibubi.create.content.contraptions.processing.burner.BlazeBurnerBlock.HeatLevel) IntAttached(com.simibubi.create.foundation.utility.IntAttached) Blocks(net.minecraft.world.level.block.Blocks) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement) Entity(net.minecraft.world.entity.Entity) BlockPos(net.minecraft.core.BlockPos) ItemEntity(net.minecraft.world.entity.item.ItemEntity) Vec3(net.minecraft.world.phys.Vec3) LitBlazeBurnerBlock(com.simibubi.create.content.contraptions.processing.burner.LitBlazeBurnerBlock) NBTHelper(com.simibubi.create.foundation.utility.NBTHelper) ItemStack(net.minecraft.world.item.ItemStack) MillstoneTileEntity(com.simibubi.create.content.contraptions.components.millstone.MillstoneTileEntity) MechanicalMixerTileEntity(com.simibubi.create.content.contraptions.components.mixer.MechanicalMixerTileEntity) ParticleTypes(net.minecraft.core.particles.ParticleTypes) MechanicalMixerTileEntity(com.simibubi.create.content.contraptions.components.mixer.MechanicalMixerTileEntity) Vec3(net.minecraft.world.phys.Vec3) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) BlockPos(net.minecraft.core.BlockPos) ItemStack(net.minecraft.world.item.ItemStack)

Example 64 with InputWindowElement

use of com.simibubi.create.foundation.ponder.element.InputWindowElement 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();
    }
}
Also used : BasinTileEntity(com.simibubi.create.content.contraptions.processing.BasinTileEntity) MechanicalPressTileEntity(com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity) DeployerTileEntity(com.simibubi.create.content.contraptions.components.deployer.DeployerTileEntity) Entity(net.minecraft.world.entity.Entity) ItemEntity(net.minecraft.world.entity.item.ItemEntity) MillstoneTileEntity(com.simibubi.create.content.contraptions.components.millstone.MillstoneTileEntity) MechanicalMixerTileEntity(com.simibubi.create.content.contraptions.components.mixer.MechanicalMixerTileEntity) Emitter(com.simibubi.create.foundation.ponder.instruction.EmitParticlesInstruction.Emitter) Selection(com.simibubi.create.foundation.ponder.Selection) Vec3(net.minecraft.world.phys.Vec3) ItemParticleOption(net.minecraft.core.particles.ItemParticleOption) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) BlockPos(net.minecraft.core.BlockPos) EntityElement(com.simibubi.create.foundation.ponder.element.EntityElement) ItemStack(net.minecraft.world.item.ItemStack)

Example 65 with InputWindowElement

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

the class PulleyScenes method movementModes.

public static void movementModes(SceneBuilder scene, SceneBuildingUtil util) {
    scene.title("rope_pulley_modes", "Movement Modes of the Rope Pulley");
    scene.configureBasePlate(0, 0, 5);
    scene.scaleSceneView(0.95f);
    scene.setSceneOffsetY(-1);
    Selection reversable = util.select.fromTo(2, 3, 4, 2, 4, 2);
    BlockPos leverPos = util.grid.at(1, 2, 4);
    BlockPos pulleyPos = util.grid.at(2, 4, 2);
    Selection redstoneStuff = util.select.fromTo(leverPos, leverPos.east());
    BlockPos flowerPos = util.grid.at(2, 1, 2);
    scene.world.showSection(util.select.layer(0), Direction.UP);
    scene.world.showSection(util.select.position(flowerPos), Direction.UP);
    scene.idle(5);
    scene.world.showSection(util.select.fromTo(1, 4, 3, 2, 1, 4), Direction.DOWN);
    scene.idle(10);
    scene.world.showSection(util.select.position(pulleyPos), Direction.SOUTH);
    ElementLink<WorldSectionElement> glass = scene.world.showIndependentSection(util.select.position(pulleyPos.below()), Direction.UP);
    scene.idle(20);
    scene.world.toggleRedstonePower(redstoneStuff);
    scene.effects.indicateRedstone(leverPos);
    scene.world.modifyKineticSpeed(reversable, f -> -f);
    scene.effects.rotationDirectionIndicator(pulleyPos.south());
    scene.world.movePulley(pulleyPos, 2, 40);
    scene.world.moveSection(glass, util.vector.of(0, -2, 0), 40);
    scene.idle(40);
    scene.world.destroyBlock(flowerPos);
    scene.idle(10);
    scene.overlay.showSelectionWithText(util.select.position(flowerPos), 70).text("Whenever Pulleys stop moving, the moved structure reverts to blocks").attachKeyFrame().placeNearTarget().colored(PonderPalette.RED);
    scene.idle(80);
    scene.world.toggleRedstonePower(redstoneStuff);
    scene.effects.indicateRedstone(leverPos);
    scene.world.modifyKineticSpeed(reversable, f -> -f);
    scene.effects.rotationDirectionIndicator(pulleyPos.south());
    scene.world.movePulley(pulleyPos, -2, 40);
    scene.world.moveSection(glass, util.vector.of(0, 2, 0), 40);
    scene.world.hideSection(util.select.position(flowerPos), Direction.DOWN);
    scene.idle(40);
    scene.world.setBlock(flowerPos, Blocks.BLUE_ORCHID.defaultBlockState(), false);
    scene.world.showSection(util.select.position(flowerPos), Direction.DOWN);
    scene.overlay.showCenteredScrollInput(pulleyPos, Direction.UP, 60);
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(pulleyPos), Pointing.DOWN).scroll().withWrench(), 60);
    scene.overlay.showText(70).pointAt(util.vector.topOf(pulleyPos)).placeNearTarget().attachKeyFrame().sharedText("behaviour_modify_wrench");
    scene.idle(80);
    scene.world.toggleRedstonePower(redstoneStuff);
    scene.effects.indicateRedstone(leverPos);
    scene.world.modifyKineticSpeed(reversable, f -> -f);
    scene.effects.rotationDirectionIndicator(pulleyPos.south());
    scene.world.movePulley(pulleyPos, 2, 40);
    scene.world.moveSection(glass, util.vector.of(0, -2, 0), 40);
    scene.idle(50);
    scene.overlay.showText(120).colored(PonderPalette.GREEN).pointAt(util.vector.blockSurface(flowerPos, Direction.WEST)).placeNearTarget().text("It can be configured never to revert to solid blocks, or only at the location it started at");
}
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)

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