use of com.simibubi.create.foundation.ponder.element.InputWindowElement in project Create by Creators-of-Create.
the class FanScenes method processing.
public static void processing(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("fan_processing", "Processing Items using Encased Fans");
scene.configureBasePlate(1, 0, 5);
scene.world.showSection(util.select.layer(0).substract(util.select.position(0, 0, 4)), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.fromTo(6, 1, 2, 5, 1, 2).add(util.select.position(1, 1, 2)), Direction.DOWN);
scene.idle(25);
BlockPos blockPos = util.grid.at(4, 1, 2);
// blasting start
ElementLink<WorldSectionElement> blockInFront = scene.world.showIndependentSection(util.select.position(3, 1, 0), Direction.SOUTH);
scene.world.moveSection(blockInFront, util.vector.of(1, 0, 2), 0);
scene.world.setBlock(blockPos, Blocks.LAVA.defaultBlockState(), false);
scene.idle(10);
scene.overlay.showSelectionWithText(util.select.fromTo(blockPos, blockPos.west(2)), 80).colored(PonderPalette.RED).text("When passing through lava, the Air Flow becomes Heated");
scene.idle(80);
ItemStack stack = new ItemStack(Items.GOLD_ORE);
ItemStack smelted = new ItemStack(Items.GOLD_INGOT);
ElementLink<EntityElement> entityLink = scene.world.createItemEntity(util.vector.centerOf(blockPos.west(2).above(2)), util.vector.of(0, 0.1, 0), stack);
scene.idle(15);
scene.world.modifyEntity(entityLink, e -> e.setDeltaMovement(-0.2f, 0, 0));
Vec3 itemVec = util.vector.blockSurface(util.grid.at(1, 1, 2), Direction.EAST).add(0.1, 0, 0);
scene.overlay.showControls(new InputWindowElement(itemVec, Pointing.DOWN).withItem(stack), 20);
scene.idle(20);
scene.effects.emitParticles(itemVec.add(0, 0.2f, 0), Emitter.simple(ParticleTypes.LARGE_SMOKE, Vec3.ZERO), 1, 60);
scene.overlay.showText(80).colored(PonderPalette.WHITE).pointAt(itemVec).placeNearTarget().attachKeyFrame().text("Items caught in the area will be smelted");
scene.idle(60);
scene.world.modifyEntities(ItemEntity.class, ie -> ie.setItem(smelted));
scene.idle(40);
scene.overlay.showControls(new InputWindowElement(itemVec, Pointing.DOWN).withItem(smelted), 20);
scene.idle(20);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.idle(20);
scene.overlay.showText(80).colored(PonderPalette.RED).pointAt(itemVec).placeNearTarget().text("Food items thrown here would be incinerated");
scene.idle(40);
// smoking start
BlockState campfire = Blocks.FIRE.defaultBlockState();
scene.world.hideIndependentSection(blockInFront, Direction.NORTH);
scene.idle(15);
scene.world.setBlock(util.grid.at(3, 1, 0), campfire, false);
scene.world.setBlock(blockPos, campfire, true);
blockInFront = scene.world.showIndependentSection(util.select.position(3, 1, 0), Direction.NORTH);
scene.world.moveSection(blockInFront, util.vector.of(1, 0, 2), 0);
scene.idle(50);
scene.overlay.showSelectionWithText(util.select.fromTo(blockPos, blockPos.west(2)), 60).colored(PonderPalette.BLACK).attachKeyFrame().text("Instead, a setup for Smoking using Fire should be used for them");
scene.idle(80);
// washing start
BlockState water = Blocks.WATER.defaultBlockState();
scene.world.hideIndependentSection(blockInFront, Direction.NORTH);
scene.idle(15);
scene.world.setBlock(util.grid.at(3, 1, 0), water, false);
scene.world.setBlock(blockPos, water, true);
blockInFront = scene.world.showIndependentSection(util.select.position(3, 1, 0), Direction.NORTH);
scene.world.moveSection(blockInFront, util.vector.of(1, 0, 2), 0);
scene.idle(20);
scene.overlay.showSelectionWithText(util.select.fromTo(blockPos, blockPos.west(2)), 60).colored(PonderPalette.MEDIUM).attachKeyFrame().text("Air Flows passing through water create a Washing Setup");
scene.idle(70);
stack = new ItemStack(Items.RED_SAND, 16);
ItemStack washed = new ItemStack(Items.GOLD_NUGGET, 16);
entityLink = scene.world.createItemEntity(util.vector.centerOf(blockPos.west(2).above(2)), util.vector.of(0, 0.1, 0), stack);
scene.idle(15);
scene.world.modifyEntity(entityLink, e -> e.setDeltaMovement(-0.2f, 0, 0));
scene.overlay.showControls(new InputWindowElement(itemVec, Pointing.DOWN).withItem(stack), 20);
scene.idle(20);
scene.effects.emitParticles(itemVec.add(0, 0.2f, 0), Emitter.simple(ParticleTypes.SPIT, Vec3.ZERO), 1, 60);
scene.overlay.showText(50).colored(PonderPalette.WHITE).pointAt(itemVec).placeNearTarget().text("Some interesting new processing can be done with it");
scene.idle(60);
scene.world.modifyEntities(ItemEntity.class, ie -> ie.setItem(washed));
scene.overlay.showControls(new InputWindowElement(itemVec, Pointing.DOWN).withItem(washed), 20);
scene.idle(20);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.idle(20);
scene.overlay.showText(100).colored(PonderPalette.RED).pointAt(util.vector.topOf(blockPos.east())).placeNearTarget().attachKeyFrame().text("The Speed of the Fan does NOT affect the processing speed, only its range");
scene.world.destroyBlock(util.grid.at(1, 1, 2));
scene.idle(110);
ElementLink<WorldSectionElement> cogs = scene.world.makeSectionIndependent(util.select.fromTo(6, 1, 2, 6, 0, 3).add(util.select.fromTo(4, 0, 2, 5, 0, 2)));
scene.world.modifyKineticSpeed(util.select.position(5, 2, 2), f -> f / 3f);
scene.world.moveSection(cogs, util.vector.of(0, 1, 0), 15);
scene.world.moveSection(blockInFront, util.vector.of(0, 1, 0), 15);
scene.world.destroyBlock(blockPos.east());
scene.world.showSection(util.select.position(blockPos.east().above()), Direction.DOWN);
scene.world.setBlock(blockPos.above(), Blocks.WATER.defaultBlockState(), false);
ItemStack sand = new ItemStack(Items.SAND);
ItemStack clay = new ItemStack(Items.CLAY_BALL);
scene.idle(20);
BlockPos depos = util.grid.at(3, 4, 2);
ElementLink<WorldSectionElement> depot = scene.world.showIndependentSection(util.select.position(depos), Direction.DOWN);
scene.world.moveSection(depot, util.vector.of(-1, -3, 0), 0);
scene.world.createItemOnBeltLike(depos, Direction.NORTH, sand);
scene.idle(10);
Vec3 depotTop = util.vector.topOf(2, 1, 2).add(0, 0.25, 0);
scene.effects.emitParticles(depotTop, Emitter.simple(ParticleTypes.SPIT, Vec3.ZERO), .5f, 30);
scene.idle(30);
scene.world.modifyTileNBT(util.select.position(depos), DepotTileEntity.class, nbt -> nbt.put("HeldItem", new TransportedItemStack(clay).serializeNBT()));
scene.effects.emitParticles(depotTop, Emitter.simple(ParticleTypes.SPIT, Vec3.ZERO), .5f, 30);
scene.overlay.showText(90).pointAt(depotTop).attachKeyFrame().text("Fan Processing can also be applied to Items on Depots and Belts");
scene.idle(100);
scene.world.moveSection(depot, util.vector.of(-1, 0, 0), 15);
scene.idle(15);
ElementLink<WorldSectionElement> largeCog = scene.world.showIndependentSection(util.select.position(1, 2, 4), Direction.UP);
ElementLink<WorldSectionElement> belt = scene.world.showIndependentSection(util.select.fromTo(3, 3, 1, 1, 3, 3), Direction.DOWN);
scene.world.moveSection(largeCog, util.vector.of(-1, -2, 0), 0);
scene.world.moveSection(belt, util.vector.of(-1, -2, 0), 0);
ElementLink<BeltItemElement> transported = scene.world.createItemOnBelt(util.grid.at(3, 3, 3), Direction.SOUTH, sand);
scene.idle(60);
scene.effects.emitParticles(depotTop, Emitter.simple(ParticleTypes.SPIT, Vec3.ZERO), .5f, 25);
scene.idle(25);
scene.world.changeBeltItemTo(transported, new ItemStack(Items.CLAY_BALL));
scene.effects.emitParticles(depotTop, Emitter.simple(ParticleTypes.SPIT, Vec3.ZERO), .5f, 25);
scene.idle(60);
scene.world.setKineticSpeed(util.select.position(1, 2, 4).add(util.select.fromTo(3, 3, 1, 1, 3, 3)), 0);
}
use of com.simibubi.create.foundation.ponder.element.InputWindowElement in project Create by Creators-of-Create.
the class ArmScenes method filtering.
public static void filtering(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_arm_filtering", "Filtering Outputs of the Mechanical Arm");
scene.configureBasePlate(0, 0, 6);
scene.scaleSceneView(0.9f);
scene.world.setKineticSpeed(util.select.fromTo(4, 1, 4, 6, 0, 5), 0);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(10);
scene.world.showSection(util.select.fromTo(4, 1, 4, 5, 1, 5), Direction.DOWN);
scene.idle(10);
for (int x = 0; x < 2; x++) {
scene.idle(3);
scene.world.showSection(util.select.position(x + 1, 1, 4), Direction.DOWN);
}
for (int y = 0; y < 3; y++) {
for (int x = 0; x < 3; x++) {
scene.world.showSection(util.select.position(y == 1 ? x + 3 : 5 - x, y + 1, 1), Direction.DOWN);
scene.idle(2);
}
}
scene.world.showSection(util.select.position(2, 1, 1), Direction.EAST);
ItemStack sand = new ItemStack(Items.SAND, 64);
ItemStack sulphur = new ItemStack(Items.GUNPOWDER, 64);
scene.world.createItemOnBeltLike(util.grid.at(2, 1, 4), Direction.SOUTH, sand);
scene.world.createItemOnBeltLike(util.grid.at(1, 1, 4), Direction.SOUTH, sulphur);
scene.overlay.showSelectionWithText(util.select.fromTo(2, 1, 4, 1, 1, 4), 60).text("Inputs").placeNearTarget().colored(PonderPalette.INPUT);
scene.idle(50);
scene.overlay.showSelectionWithText(util.select.fromTo(5, 3, 1, 3, 1, 1), 40).text("Outputs").placeNearTarget().colored(PonderPalette.OUTPUT);
scene.idle(50);
scene.overlay.showText(80).attachKeyFrame().text("Sometimes it is desirable to restrict targets of the Arm by matching a filter").placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(3, 3, 1), Direction.WEST));
scene.idle(90);
scene.rotateCameraY(-90 - 30);
scene.idle(20);
scene.overlay.showSelectionWithText(util.select.position(4, 1, 4), 80).colored(PonderPalette.RED).text("Mechanical Arms by themselves do not provide any options for filtering").placeNearTarget();
scene.idle(90);
for (int y = 0; y < 3; y++) {
scene.world.showSection(util.select.fromTo(5, y + 1, 2, 3, y + 1, 2), Direction.NORTH);
scene.idle(2);
}
Vec3 filterSlot = util.vector.of(3.5, 3.75, 2.6);
scene.overlay.showFilterSlotInput(filterSlot, 80);
scene.idle(10);
scene.overlay.showText(80).attachKeyFrame().colored(PonderPalette.GREEN).pointAt(filterSlot).text("Brass Funnels as Targets do however communicate their own filter to the Arm").placeNearTarget();
scene.idle(90);
for (int y = 0; y < 3; y++) {
for (int x = 0; x < 3; x++) {
ItemStack item = (x + y) % 2 == 0 ? sulphur : sand;
scene.overlay.showControls(new InputWindowElement(filterSlot.add(2 - x, -y, 0), Pointing.LEFT).rightClick().withItem(item), 5);
scene.idle(7);
scene.world.setFilterData(util.select.position(5 - x, 3 - y, 2), FunnelTileEntity.class, item);
scene.idle(4);
}
}
scene.world.setKineticSpeed(util.select.fromTo(4, 1, 4, 6, 0, 5), 24);
scene.world.multiplyKineticSpeed(util.select.position(5, 1, 5), -1);
scene.world.multiplyKineticSpeed(util.select.position(4, 1, 4), 2);
scene.idle(10);
BlockPos armPos = util.grid.at(4, 1, 4);
scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 1);
scene.idle(24);
scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, sand, -1);
scene.idle(20);
scene.overlay.showText(80).attachKeyFrame().pointAt(util.vector.topOf(2, 1, 4)).text("The Arm is smart enough not to pick up items it couldn't distribute").placeNearTarget();
scene.idle(90);
for (int i = 0; i < 4; i++) {
int index = i * 2 + 1;
scene.world.instructArm(armPos, Phase.MOVE_TO_OUTPUT, sand, index);
scene.idle(24);
BlockPos funnelPos = util.grid.at(5 - index % 3, 1 + index / 3, 2);
scene.world.flapFunnel(funnelPos, false);
scene.world.instructArm(armPos, Phase.SEARCH_INPUTS, i == 3 ? ItemStack.EMPTY : sand, -1);
scene.world.modifyTileEntity(funnelPos.north(), MechanicalCrafterTileEntity.class, mct -> mct.getInventory().insertItem(0, sand.copy(), false));
scene.idle(10);
}
scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 0);
scene.idle(24);
scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, sulphur, -1);
scene.idle(20);
scene.rotateCameraY(120);
scene.world.setCraftingResult(util.grid.at(3, 1, 1), new ItemStack(Blocks.TNT));
for (int i = 0; i < 5; i++) {
int index = i * 2;
scene.world.instructArm(armPos, Phase.MOVE_TO_OUTPUT, sulphur, index);
scene.idle(24);
BlockPos funnelPos = util.grid.at(3 + index % 3, 1 + index / 3, 2);
scene.world.flapFunnel(funnelPos, false);
scene.world.instructArm(armPos, Phase.SEARCH_INPUTS, i == 4 ? ItemStack.EMPTY : sulphur, -1);
scene.world.modifyTileEntity(funnelPos.north(), MechanicalCrafterTileEntity.class, mct -> mct.getInventory().insertItem(0, sulphur.copy(), false));
scene.idle(10);
}
scene.idle(120);
}
use of com.simibubi.create.foundation.ponder.element.InputWindowElement in project Create by Creators-of-Create.
the class BearingScenes method windmillsAnyStructure.
public static void windmillsAnyStructure(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("windmill_structure", "Windmill Contraptions");
scene.configureBasePlate(1, 1, 5);
scene.setSceneOffsetY(-1);
scene.world.modifyEntities(SuperGlueEntity.class, Entity::discard);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
BlockPos bearingPos = util.grid.at(3, 1, 3);
scene.world.showSection(util.select.position(bearingPos), Direction.DOWN);
scene.idle(10);
ElementLink<WorldSectionElement> contraption = scene.world.showIndependentSection(util.select.position(bearingPos.above()), Direction.DOWN);
scene.idle(10);
scene.world.showSectionAndMerge(util.select.fromTo(3, 2, 2, 3, 3, 1), Direction.SOUTH, contraption);
scene.world.showSectionAndMerge(util.select.fromTo(3, 2, 4, 3, 3, 5), Direction.NORTH, contraption);
scene.idle(5);
scene.world.showSectionAndMerge(util.select.position(3, 1, 5), Direction.NORTH, contraption);
scene.world.showSectionAndMerge(util.select.position(3, 4, 2), Direction.DOWN, contraption);
scene.idle(5);
scene.world.showSectionAndMerge(util.select.position(2, 1, 5), Direction.EAST, contraption);
scene.world.showSectionAndMerge(util.select.position(3, 3, 3), Direction.DOWN, contraption);
scene.idle(5);
scene.effects.superGlue(bearingPos.above(), Direction.SOUTH, true);
scene.effects.superGlue(bearingPos.above(), Direction.NORTH, true);
scene.idle(5);
scene.effects.superGlue(util.grid.at(3, 1, 5), Direction.UP, true);
scene.idle(5);
scene.effects.superGlue(util.grid.at(3, 3, 3), Direction.DOWN, true);
scene.idle(10);
scene.overlay.showOutline(PonderPalette.BLUE, bearingPos, util.select.fromTo(3, 2, 1, 3, 3, 2), 80);
scene.overlay.showSelectionWithText(util.select.fromTo(3, 2, 4, 3, 3, 5), 80).colored(PonderPalette.BLUE).attachKeyFrame().text("Any Structure can count as a valid Windmill, as long as it contains at least 8 sail-like Blocks.");
scene.idle(90);
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(bearingPos, Direction.WEST), Pointing.LEFT).rightClick(), 40);
scene.idle(7);
scene.markAsFinished();
scene.world.rotateBearing(bearingPos, -720, 400);
scene.world.rotateSection(contraption, 0, -720, 0, 400);
scene.world.modifyTileEntity(util.grid.at(2, 1, 5), HarvesterTileEntity.class, hte -> hte.setAnimatedSpeed(-150));
scene.idle(400);
scene.world.modifyTileEntity(util.grid.at(2, 1, 5), HarvesterTileEntity.class, hte -> hte.setAnimatedSpeed(0));
}
use of com.simibubi.create.foundation.ponder.element.InputWindowElement in project Create by Creators-of-Create.
the class BearingScenes method clockwork.
public static void clockwork(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("clockwork_bearing", "Animating Structures using Clockwork Bearings");
scene.configureBasePlate(1, 1, 5);
scene.setSceneOffsetY(-1);
Selection kinetics = util.select.fromTo(3, 3, 4, 3, 1, 6);
Selection largeCog = util.select.position(2, 0, 6);
BlockPos bearingPos = util.grid.at(3, 3, 3);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(kinetics, Direction.DOWN);
scene.idle(10);
scene.world.showSection(util.select.position(bearingPos), Direction.DOWN);
scene.idle(10);
scene.overlay.showSelectionWithText(util.select.position(bearingPos.north()), 60).colored(PonderPalette.GREEN).pointAt(util.vector.blockSurface(bearingPos, Direction.WEST)).placeNearTarget().attachKeyFrame().text("Clockwork Bearings attach to blocks in front of them");
scene.idle(50);
ElementLink<WorldSectionElement> plank = scene.world.showIndependentSection(util.select.position(2, 3, 2), Direction.SOUTH);
scene.world.moveSection(plank, util.vector.of(1, 0, 0), 0);
scene.idle(20);
scene.world.rotateSection(plank, 0, 0, 60, 25);
scene.world.rotateBearing(bearingPos, 60, 25);
scene.world.setKineticSpeed(kinetics, 8);
scene.world.setKineticSpeed(largeCog, -4);
scene.idle(25);
scene.overlay.showText(80).pointAt(util.vector.blockSurface(bearingPos.north(), Direction.NORTH)).placeNearTarget().attachKeyFrame().text("Upon receiving Rotational Force, the structure will be rotated according to the hour of the day");
scene.idle(90);
scene.overlay.showText(30).pointAt(util.vector.blockSurface(bearingPos.north(), Direction.NORTH)).placeNearTarget().text("3:00");
scene.world.rotateSection(plank, 0, 0, 30, 12);
scene.world.rotateBearing(bearingPos, 30, 12);
scene.idle(42);
scene.overlay.showText(30).pointAt(util.vector.blockSurface(bearingPos.north(), Direction.NORTH)).placeNearTarget().text("4:00");
scene.world.rotateSection(plank, 0, 0, 30, 12);
scene.world.rotateBearing(bearingPos, 30, 12);
scene.idle(42);
InputWindowElement clickTheBearing = new InputWindowElement(util.vector.topOf(bearingPos), Pointing.DOWN);
InputWindowElement clickTheBearingSide = new InputWindowElement(util.vector.blockSurface(bearingPos, Direction.WEST), Pointing.LEFT);
scene.overlay.showControls(clickTheBearing.rightClick(), 60);
scene.idle(7);
scene.world.rotateSection(plank, 0, 0, -120, 0);
scene.world.rotateBearing(bearingPos, -120, 0);
scene.overlay.showText(60).pointAt(util.vector.blockSurface(bearingPos, Direction.WEST)).placeNearTarget().attachKeyFrame().text("Right-Click the bearing to start or stop animating the structure");
scene.idle(70);
scene.world.hideIndependentSection(plank, Direction.NORTH);
scene.idle(15);
ElementLink<WorldSectionElement> hourHand = scene.world.showIndependentSection(util.select.fromTo(3, 3, 1, 3, 5, 2), Direction.SOUTH);
scene.world.configureCenterOfRotation(hourHand, util.vector.centerOf(bearingPos));
scene.idle(15);
scene.overlay.showSelectionWithText(util.select.fromTo(3, 3, 1, 3, 4, 2), 80).placeNearTarget().attachKeyFrame().sharedText("movement_anchors");
scene.idle(90);
scene.overlay.showControls(clickTheBearingSide.rightClick(), 20);
scene.idle(7);
scene.world.rotateSection(hourHand, 0, 0, 120, 50);
scene.world.rotateBearing(bearingPos, 120, 50);
scene.idle(60);
scene.overlay.showSelectionWithText(util.select.position(bearingPos.north(3)), 80).placeNearTarget().colored(PonderPalette.BLUE).attachKeyFrame().text("In front of the Hour Hand, a second structure can be added");
scene.idle(90);
scene.overlay.showControls(clickTheBearingSide.rightClick(), 20);
scene.idle(7);
scene.world.rotateSection(hourHand, 0, 0, -120, 0);
scene.world.rotateBearing(bearingPos, -120, 0);
scene.idle(10);
ElementLink<WorldSectionElement> minuteHand = scene.world.showIndependentSection(util.select.fromTo(3, 3, 0, 3, 6, 0), Direction.SOUTH);
scene.world.configureCenterOfRotation(minuteHand, util.vector.centerOf(bearingPos));
scene.idle(30);
scene.overlay.showOutline(PonderPalette.BLUE, minuteHand, util.select.fromTo(3, 3, 0, 3, 6, 0), 85);
scene.overlay.showSelectionWithText(util.select.fromTo(3, 3, 1, 3, 4, 2), 80).placeNearTarget().colored(PonderPalette.GREEN).text("Ensure the two Structures are not attached to each other through super glue or similar");
scene.idle(90);
scene.overlay.showControls(clickTheBearingSide.rightClick(), 20);
scene.idle(7);
scene.world.rotateSection(hourHand, 0, 0, 120, 50);
scene.world.rotateSection(minuteHand, 0, 0, 180, 75);
scene.world.rotateBearing(bearingPos, 120, 50);
scene.idle(90);
scene.world.rotateSection(minuteHand, 0, 0, 6, 3);
scene.overlay.showText(80).placeNearTarget().pointAt(util.vector.blockSurface(bearingPos.north(3), Direction.NORTH)).colored(PonderPalette.GREEN).text("The Second Structure will now rotate as the Minute Hand");
scene.markAsFinished();
for (int i = 0; i < 40; i++) {
scene.idle(23);
scene.world.rotateSection(minuteHand, 0, 0, 6, 3);
if (i == 29)
scene.world.rotateSection(hourHand, 0, 0, 30, 20);
}
}
use of com.simibubi.create.foundation.ponder.element.InputWindowElement in project Create by Creators-of-Create.
the class BeltScenes method depot.
public static void depot(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("depot", "Using Depots");
scene.configureBasePlate(0, 0, 5);
scene.showBasePlate();
scene.idle(5);
scene.world.setBlock(util.grid.at(3, 2, 2), Blocks.WATER.defaultBlockState(), false);
BlockPos depotPos = util.grid.at(2, 1, 2);
scene.world.showSection(util.select.position(2, 1, 2), Direction.DOWN);
Vec3 topOf = util.vector.topOf(depotPos);
scene.overlay.showText(60).attachKeyFrame().text("Depots can serve as 'stationary' belt elements").placeNearTarget().pointAt(topOf);
scene.idle(70);
scene.overlay.showControls(new InputWindowElement(topOf, Pointing.DOWN).rightClick().withItem(new ItemStack(Items.COPPER_BLOCK)), 20);
scene.idle(7);
scene.world.createItemOnBeltLike(depotPos, Direction.NORTH, new ItemStack(Items.COPPER_BLOCK));
scene.idle(10);
scene.overlay.showText(70).attachKeyFrame().text("Right-Click to manually place or remove Items from it").placeNearTarget().pointAt(topOf);
scene.idle(80);
scene.overlay.showControls(new InputWindowElement(topOf, Pointing.DOWN).rightClick(), 20);
scene.idle(7);
scene.world.removeItemsFromBelt(depotPos);
scene.effects.indicateSuccess(depotPos);
scene.idle(20);
scene.world.showSection(util.select.position(depotPos.above(2)), Direction.SOUTH);
scene.overlay.showText(70).attachKeyFrame().text("Just like Mechanical Belts, it can provide items to processing").placeNearTarget().pointAt(util.vector.blockSurface(depotPos.above(2), Direction.WEST));
ItemStack bottle = new ItemStack(Items.BUCKET);
scene.world.createItemOnBeltLike(depotPos, Direction.NORTH, bottle);
scene.idle(20);
scene.world.modifyTileNBT(util.select.position(depotPos.above(2)), SpoutTileEntity.class, nbt -> nbt.putInt("ProcessingTicks", 20));
scene.idle(20);
scene.world.removeItemsFromBelt(depotPos);
scene.world.createItemOnBeltLike(depotPos, Direction.UP, new ItemStack(Items.WATER_BUCKET));
scene.world.modifyTileNBT(util.select.position(depotPos.above(2)), SpoutTileEntity.class, nbt -> nbt.putBoolean("Splash", true));
scene.idle(30);
scene.world.removeItemsFromBelt(depotPos);
scene.world.hideSection(util.select.position(depotPos.above(2)), Direction.SOUTH);
scene.idle(20);
ElementLink<WorldSectionElement> spout = scene.world.showIndependentSection(util.select.position(depotPos.above(2).west()), Direction.SOUTH);
scene.world.moveSection(spout, util.vector.of(1, 0, 0), 0);
BlockPos pressPos = depotPos.above(2).west();
ItemStack copper = new ItemStack(Items.COPPER_INGOT);
scene.world.createItemOnBeltLike(depotPos, Direction.NORTH, copper);
Vec3 depotCenter = util.vector.centerOf(depotPos);
scene.idle(10);
Class<MechanicalPressTileEntity> type = MechanicalPressTileEntity.class;
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BELT));
scene.idle(15);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.makePressingParticleEffect(depotCenter.add(0, 8 / 16f, 0), copper));
scene.world.removeItemsFromBelt(depotPos);
ItemStack sheet = AllItems.COPPER_SHEET.asStack();
scene.world.createItemOnBeltLike(depotPos, Direction.UP, sheet);
scene.idle(20);
scene.world.hideIndependentSection(spout, Direction.SOUTH);
scene.idle(10);
Selection fanSelect = util.select.fromTo(4, 1, 3, 5, 2, 2).add(util.select.position(3, 1, 2)).add(util.select.position(5, 0, 2));
scene.world.showSection(fanSelect, Direction.SOUTH);
ElementLink<WorldSectionElement> water = scene.world.showIndependentSection(util.select.position(3, 1, 0), Direction.SOUTH);
scene.world.moveSection(water, util.vector.of(0, 1, 2), 0);
scene.idle(30);
scene.world.hideSection(fanSelect, Direction.SOUTH);
scene.world.hideIndependentSection(water, Direction.SOUTH);
scene.idle(30);
scene.world.showSection(util.select.fromTo(2, 1, 4, 2, 1, 5).add(util.select.position(2, 0, 5)), Direction.DOWN);
BlockPos armPos = util.grid.at(2, 1, 4);
scene.overlay.showText(70).attachKeyFrame().text("...as well as provide Items to Mechanical Arms").placeNearTarget().pointAt(util.vector.blockSurface(armPos, Direction.WEST));
scene.idle(20);
scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 0);
scene.idle(37);
scene.world.removeItemsFromBelt(depotPos);
scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, sheet, -1);
}
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