use of com.simibubi.create.foundation.ponder.element.InputWindowElement in project Create by Creators-of-Create.
the class RedstoneScenes method poweredToggleLatch.
public static void poweredToggleLatch(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("powered_toggle_latch", "Controlling signals using the Powered Toggle Latch");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
BlockPos circuitPos = util.grid.at(2, 1, 2);
BlockPos buttonPos = util.grid.at(4, 1, 2);
Vec3 circuitTop = util.vector.blockSurface(circuitPos, Direction.DOWN).add(0, 3 / 16f, 0);
scene.world.showSection(util.select.layersFrom(1).substract(util.select.position(circuitPos)), Direction.UP);
scene.idle(10);
scene.world.showSection(util.select.position(circuitPos), Direction.DOWN);
scene.idle(20);
scene.overlay.showText(40).attachKeyFrame().text("Powered Toggle Latches are redstone controllable Levers").placeNearTarget().pointAt(circuitTop);
scene.idle(50);
scene.effects.indicateRedstone(buttonPos);
scene.world.toggleRedstonePower(util.select.fromTo(4, 1, 2, 0, 1, 2));
scene.world.cycleBlockProperty(circuitPos, ToggleLatchBlock.POWERING);
scene.idle(30);
scene.world.toggleRedstonePower(util.select.fromTo(4, 1, 2, 3, 1, 2));
AABB bb = new AABB(circuitPos).inflate(-.48f, -.45f, -.05f).move(.575, -.45, 0);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.GREEN, bb, bb, 40);
scene.overlay.showText(40).colored(PonderPalette.GREEN).text("Signals at the back will toggle its state").placeNearTarget().pointAt(bb.getCenter());
scene.idle(60);
scene.effects.indicateRedstone(buttonPos);
scene.world.toggleRedstonePower(util.select.fromTo(4, 1, 2, 0, 1, 2));
scene.world.cycleBlockProperty(circuitPos, ToggleLatchBlock.POWERING);
scene.idle(30);
scene.world.toggleRedstonePower(util.select.fromTo(4, 1, 2, 3, 1, 2));
scene.overlay.chaseBoundingBoxOutline(PonderPalette.RED, bb, bb, 40);
scene.overlay.showText(30).colored(PonderPalette.RED).text("...on and back off").placeNearTarget().pointAt(bb.getCenter());
scene.idle(50);
scene.addKeyframe();
scene.idle(10);
scene.overlay.showControls(new InputWindowElement(circuitTop, Pointing.DOWN).rightClick(), 40);
scene.idle(7);
scene.world.toggleRedstonePower(util.select.fromTo(2, 1, 2, 0, 1, 2));
scene.world.cycleBlockProperty(circuitPos, ToggleLatchBlock.POWERING);
scene.idle(10);
scene.overlay.showText(50).text("Powered toggle latches can also be toggled manually").placeNearTarget().pointAt(circuitTop);
scene.idle(60);
scene.overlay.showControls(new InputWindowElement(circuitTop, Pointing.DOWN).rightClick(), 40);
scene.idle(7);
scene.world.toggleRedstonePower(util.select.fromTo(2, 1, 2, 0, 1, 2));
scene.world.cycleBlockProperty(circuitPos, ToggleLatchBlock.POWERING);
scene.idle(10);
}
use of com.simibubi.create.foundation.ponder.element.InputWindowElement in project Create by Creators-of-Create.
the class TunnelScenes method brassModes.
public static void brassModes(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("brass_tunnel_modes", "Distribution Modes of the Brass Tunnel");
scene.configureBasePlate(0, 1, 5);
BlockState barrier = Blocks.BARRIER.defaultBlockState();
scene.world.setBlock(util.grid.at(1, 1, 0), barrier, false);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.fromTo(1, 1, 1, 5, 1, 5).add(util.select.fromTo(3, 2, 5, 1, 2, 5)), Direction.DOWN);
scene.idle(10);
for (int i = 0; i < 3; i++) {
scene.world.showSection(util.select.position(3 - i, 2, 3), Direction.DOWN);
scene.idle(4);
}
Vec3 tunnelTop = util.vector.topOf(util.grid.at(2, 2, 3));
scene.overlay.showControls(new InputWindowElement(tunnelTop, Pointing.DOWN).scroll().withWrench(), 80);
scene.idle(7);
scene.overlay.showCenteredScrollInput(util.grid.at(2, 2, 3), Direction.UP, 120);
scene.overlay.showText(120).attachKeyFrame().pointAt(tunnelTop).placeNearTarget().text("Using a Wrench, the distribution behaviour of Brass Tunnels can be configured");
scene.idle(130);
Class<BrassTunnelTileEntity> tunnelClass = BrassTunnelTileEntity.class;
ElementLink<WorldSectionElement> blockage = scene.world.showIndependentSection(util.select.position(4, 1, 0), Direction.UP);
scene.world.moveSection(blockage, util.vector.of(-3, 0, 0), 0);
Vec3 modeVec = util.vector.of(4, 2.5, 3);
scene.overlay.showControls(new InputWindowElement(modeVec, Pointing.RIGHT).showing(AllIcons.I_TUNNEL_SPLIT), 140);
ElementLink<WorldSectionElement> blockage2 = null;
for (int i = 0; i < 32; i++) {
if (i < 30)
scene.world.createItemOnBelt(util.grid.at(1, 1, 5), Direction.EAST, new ItemStack(Items.SNOWBALL, 12));
scene.idle(i > 8 ? 30 : 40);
if (i == 0) {
scene.overlay.showText(80).attachKeyFrame().pointAt(tunnelTop).placeNearTarget().text("'Split' will attempt to distribute the stack evenly between available outputs");
}
if (i == 2) {
scene.overlay.showText(60).text("If an output is unable to take more items, it will be skipped").pointAt(util.vector.blockSurface(util.grid.at(1, 1, 2), Direction.UP)).placeNearTarget().colored(PonderPalette.GREEN);
}
if (i == 4) {
scene.overlay.showControls(new InputWindowElement(modeVec, Pointing.RIGHT).showing(AllIcons.I_TUNNEL_FORCED_SPLIT), 140);
scene.world.modifyTileEntity(util.grid.at(1, 2, 3), tunnelClass, te -> te.getBehaviour(ScrollOptionBehaviour.TYPE).setValue(BrassTunnelTileEntity.SelectionMode.FORCED_SPLIT.ordinal()));
}
if (i == 5) {
scene.overlay.showText(80).attachKeyFrame().text("'Forced Split' will never skip outputs, and instead wait until they are free").pointAt(util.vector.blockSurface(util.grid.at(1, 1, 2), Direction.UP)).placeNearTarget().colored(PonderPalette.RED);
scene.idle(60);
scene.world.moveSection(blockage, util.vector.of(-1, 0, 0), 10);
scene.world.setBlock(util.grid.at(1, 1, 0), Blocks.AIR.defaultBlockState(), false);
scene.world.multiplyKineticSpeed(util.select.everywhere(), 1.5f);
}
if (i == 7) {
scene.world.modifyTileEntity(util.grid.at(1, 2, 3), tunnelClass, te -> te.getBehaviour(ScrollOptionBehaviour.TYPE).setValue(BrassTunnelTileEntity.SelectionMode.ROUND_ROBIN.ordinal()));
scene.overlay.showControls(new InputWindowElement(modeVec, Pointing.RIGHT).showing(AllIcons.I_TUNNEL_ROUND_ROBIN), 140);
scene.overlay.showText(80).attachKeyFrame().pointAt(tunnelTop).placeNearTarget().text("'Round Robin' keeps stacks whole, and cycles through outputs iteratively");
}
if (i == 7) {
scene.world.moveSection(blockage, util.vector.of(1, 0, 0), 10);
scene.world.setBlock(util.grid.at(1, 1, 0), barrier, false);
}
if (i == 13) {
scene.overlay.showText(60).text("Once Again, if an output is unable to take more items, it will be skipped").placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(1, 1, 2), Direction.UP)).colored(PonderPalette.GREEN);
}
if (i == 15) {
scene.overlay.showControls(new InputWindowElement(modeVec, Pointing.RIGHT).showing(AllIcons.I_TUNNEL_FORCED_ROUND_ROBIN), 140);
scene.world.modifyTileEntity(util.grid.at(1, 2, 3), tunnelClass, te -> te.getBehaviour(ScrollOptionBehaviour.TYPE).setValue(BrassTunnelTileEntity.SelectionMode.FORCED_ROUND_ROBIN.ordinal()));
}
if (i == 16) {
scene.overlay.showText(50).attachKeyFrame().placeNearTarget().text("'Forced Round Robin' never skips outputs").pointAt(util.vector.blockSurface(util.grid.at(1, 1, 2), Direction.UP)).colored(PonderPalette.RED);
scene.idle(30);
scene.world.moveSection(blockage, util.vector.of(-1, 0, 0), 10);
scene.world.setBlock(util.grid.at(1, 1, 0), Blocks.AIR.defaultBlockState(), false);
}
if (i == 19) {
scene.overlay.showControls(new InputWindowElement(modeVec, Pointing.RIGHT).showing(AllIcons.I_TUNNEL_PREFER_NEAREST), 140);
scene.world.modifyTileEntity(util.grid.at(1, 2, 3), tunnelClass, te -> te.getBehaviour(ScrollOptionBehaviour.TYPE).setValue(BrassTunnelTileEntity.SelectionMode.PREFER_NEAREST.ordinal()));
scene.world.moveSection(blockage, util.vector.of(1, 0, 0), 10);
scene.world.setBlock(util.grid.at(1, 1, 0), barrier, false);
scene.overlay.showText(70).attachKeyFrame().text("'Prefer Nearest' prioritizes the outputs closest to the items' input location").pointAt(util.vector.blockSurface(util.grid.at(1, 1, 2), Direction.UP)).placeNearTarget().colored(PonderPalette.GREEN);
}
if (i == 21) {
scene.world.setBlock(util.grid.at(2, 1, 0), Blocks.BARRIER.defaultBlockState(), false);
blockage2 = scene.world.showIndependentSection(util.select.position(4, 1, 0), Direction.UP);
scene.world.moveSection(blockage2, util.vector.of(-2, 0, 0), 0);
}
if (i == 25) {
scene.world.hideIndependentSection(blockage, Direction.DOWN);
scene.world.setBlock(util.grid.at(1, 1, 0), Blocks.AIR.defaultBlockState(), false);
scene.world.hideIndependentSection(blockage2, Direction.DOWN);
scene.world.setBlock(util.grid.at(2, 1, 0), Blocks.AIR.defaultBlockState(), false);
}
if (i == 26) {
scene.overlay.showControls(new InputWindowElement(modeVec, Pointing.RIGHT).showing(AllIcons.I_TUNNEL_RANDOMIZE), 140);
scene.world.modifyTileEntity(util.grid.at(1, 2, 3), tunnelClass, te -> te.getBehaviour(ScrollOptionBehaviour.TYPE).setValue(BrassTunnelTileEntity.SelectionMode.RANDOMIZE.ordinal()));
}
if (i == 27) {
scene.overlay.showText(70).attachKeyFrame().text("'Randomize' will distribute whole stacks to randomly picked outputs").pointAt(tunnelTop).placeNearTarget();
}
}
scene.world.hideSection(util.select.fromTo(3, 2, 5, 1, 2, 5), Direction.UP);
scene.idle(10);
scene.overlay.showControls(new InputWindowElement(modeVec, Pointing.RIGHT).showing(AllIcons.I_TUNNEL_SYNCHRONIZE), 140);
scene.world.modifyTileEntity(util.grid.at(1, 2, 3), tunnelClass, te -> te.getBehaviour(ScrollOptionBehaviour.TYPE).setValue(BrassTunnelTileEntity.SelectionMode.SYNCHRONIZE.ordinal()));
scene.idle(30);
scene.overlay.showText(70).attachKeyFrame().text("'Synchronize Inputs' is a unique setting for Brass Tunnels").pointAt(tunnelTop).placeNearTarget();
ItemStack item1 = new ItemStack(Items.CARROT);
ItemStack item2 = new ItemStack(Items.HONEY_BOTTLE);
ItemStack item3 = AllItems.POLISHED_ROSE_QUARTZ.asStack();
scene.world.createItemOnBelt(util.grid.at(3, 1, 4), Direction.UP, item1);
scene.world.createItemOnBelt(util.grid.at(2, 1, 4), Direction.UP, item2);
scene.world.createItemOnBelt(util.grid.at(3, 1, 5), Direction.SOUTH, item1);
scene.world.createItemOnBelt(util.grid.at(2, 1, 5), Direction.SOUTH, item2);
scene.idle(80);
scene.world.createItemOnBelt(util.grid.at(2, 1, 5), Direction.SOUTH, item2);
scene.rotateCameraY(-90);
scene.idle(20);
scene.world.multiplyKineticSpeed(util.select.everywhere(), .5f);
scene.overlay.showText(70).text("Items are only allowed past if every tunnel in the group has one waiting").pointAt(util.vector.blockSurface(util.grid.at(2, 1, 4), Direction.UP)).placeNearTarget().colored(PonderPalette.OUTPUT);
scene.idle(60);
scene.world.createItemOnBelt(util.grid.at(1, 1, 5), Direction.SOUTH, item3);
scene.idle(90);
scene.rotateCameraY(90);
scene.overlay.showText(100).text("This ensures that all affected belts supply items at the same rate").pointAt(util.vector.blockSurface(util.grid.at(1, 2, 3), Direction.WEST)).placeNearTarget().colored(PonderPalette.GREEN);
}
use of com.simibubi.create.foundation.ponder.element.InputWindowElement in project Create by Creators-of-Create.
the class TunnelScenes method brass.
public static void brass(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("brass_tunnel", "Using Brass Tunnels");
scene.configureBasePlate(1, 0, 5);
scene.world.cycleBlockProperty(util.grid.at(3, 1, 2), BeltBlock.CASING);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.fromTo(5, 1, 5, 5, 1, 3), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.fromTo(5, 1, 2, 1, 1, 2), Direction.SOUTH);
scene.idle(10);
Vector<ElementLink<WorldSectionElement>> tunnels = new Vector<>(3);
for (int i = 0; i < 3; i++) {
tunnels.add(scene.world.showIndependentSection(util.select.position(2 + i, 2, 4), Direction.DOWN));
scene.world.moveSection(tunnels.get(i), util.vector.of(0, 0, -2), 0);
scene.idle(4);
}
for (int i = 0; i < 3; i++) {
scene.world.cycleBlockProperty(util.grid.at(2 + i, 1, 2), BeltBlock.CASING);
scene.world.modifyTileNBT(util.select.position(2 + i, 1, 2), BeltTileEntity.class, nbt -> NBTHelper.writeEnum(nbt, "Casing", BeltTileEntity.CasingType.BRASS), true);
scene.idle(4);
}
scene.overlay.showText(60).attachKeyFrame().pointAt(util.vector.topOf(util.grid.at(2, 2, 2))).placeNearTarget().text("Brass Tunnels can be used to cover up your belts");
scene.idle(70);
for (int i = 0; i < 3; i++) {
scene.world.cycleBlockProperty(util.grid.at(2 + i, 1, 2), BeltBlock.CASING);
scene.world.hideIndependentSection(tunnels.get(i), Direction.UP);
scene.idle(4);
}
scene.idle(10);
scene.world.showSection(util.select.fromTo(3, 1, 0, 1, 1, 1), Direction.SOUTH);
scene.idle(10);
scene.world.showSection(util.select.position(3, 2, 2), Direction.DOWN);
scene.idle(10);
scene.world.cycleBlockProperty(util.grid.at(3, 1, 2), BeltBlock.CASING);
scene.idle(10);
BlockPos tunnelPos = util.grid.at(3, 2, 2);
for (Direction d : Iterate.horizontalDirections) {
if (d == Direction.SOUTH)
continue;
Vec3 filter = getTunnelFilterVec(tunnelPos, d);
scene.overlay.showFilterSlotInput(filter, 40);
scene.idle(3);
}
scene.overlay.showText(60).attachKeyFrame().pointAt(getTunnelFilterVec(tunnelPos, Direction.WEST)).placeNearTarget().text("Brass Tunnels have filter slots on each open side");
scene.idle(70);
scene.rotateCameraY(70);
scene.idle(20);
Vec3 tunnelFilterVec = getTunnelFilterVec(tunnelPos, Direction.EAST);
scene.overlay.showFilterSlotInput(tunnelFilterVec, 40);
scene.overlay.showText(60).attachKeyFrame().pointAt(tunnelFilterVec).placeNearTarget().text("Filters on inbound connections simply block non-matching items");
ItemStack copper = new ItemStack(Items.COPPER_INGOT);
Class<BrassTunnelTileEntity> tunnelClass = BrassTunnelTileEntity.class;
scene.world.modifyTileEntity(tunnelPos, tunnelClass, te -> te.getBehaviour(SidedFilteringBehaviour.TYPE).setFilter(Direction.EAST, copper));
scene.overlay.showControls(new InputWindowElement(tunnelFilterVec, Pointing.DOWN).withItem(copper), 30);
ItemStack zinc = AllItems.ZINC_INGOT.asStack();
scene.world.createItemOnBelt(util.grid.at(5, 1, 2), Direction.EAST, zinc);
scene.idle(70);
scene.world.multiplyKineticSpeed(util.select.everywhere(), -2);
scene.idle(20);
scene.rotateCameraY(-70);
scene.world.multiplyKineticSpeed(util.select.everywhere(), -.5f);
scene.idle(20);
scene.world.modifyTileEntity(tunnelPos, tunnelClass, te -> te.getBehaviour(SidedFilteringBehaviour.TYPE).setFilter(Direction.EAST, ItemStack.EMPTY));
tunnelFilterVec = getTunnelFilterVec(tunnelPos, Direction.NORTH);
scene.overlay.showFilterSlotInput(tunnelFilterVec, 40);
tunnelFilterVec = getTunnelFilterVec(tunnelPos, Direction.WEST);
scene.overlay.showFilterSlotInput(tunnelFilterVec, 40);
scene.overlay.showText(60).attachKeyFrame().pointAt(tunnelFilterVec).placeNearTarget().text("Filters on outbound connections can be used to sort items by type");
scene.idle(70);
scene.overlay.showControls(new InputWindowElement(tunnelFilterVec, Pointing.LEFT).withItem(copper), 30);
scene.world.modifyTileEntity(tunnelPos, tunnelClass, te -> te.getBehaviour(SidedFilteringBehaviour.TYPE).setFilter(Direction.WEST, copper));
scene.idle(4);
tunnelFilterVec = getTunnelFilterVec(tunnelPos, Direction.NORTH);
scene.overlay.showControls(new InputWindowElement(tunnelFilterVec, Pointing.RIGHT).withItem(zinc), 30);
scene.world.modifyTileEntity(tunnelPos, tunnelClass, te -> te.getBehaviour(SidedFilteringBehaviour.TYPE).setFilter(Direction.NORTH, zinc));
scene.world.multiplyKineticSpeed(util.select.everywhere(), 1.5f);
for (int i = 0; i < 6; i++) {
scene.world.createItemOnBelt(util.grid.at(5, 1, 2), Direction.EAST, i % 2 == 0 ? zinc : copper);
scene.idle(12);
}
scene.idle(30);
scene.world.modifyTileEntity(tunnelPos, tunnelClass, te -> te.getBehaviour(SidedFilteringBehaviour.TYPE).setFilter(Direction.NORTH, ItemStack.EMPTY));
scene.world.modifyTileEntity(tunnelPos, tunnelClass, te -> te.getBehaviour(SidedFilteringBehaviour.TYPE).setFilter(Direction.WEST, ItemStack.EMPTY));
scene.idle(10);
Vec3 tunnelTop = util.vector.topOf(tunnelPos);
scene.overlay.showControls(new InputWindowElement(tunnelTop, Pointing.DOWN).scroll().withWrench(), 80);
scene.idle(7);
scene.overlay.showCenteredScrollInput(tunnelPos, Direction.UP, 120);
scene.overlay.showText(120).attachKeyFrame().pointAt(tunnelTop).placeNearTarget().text("Whenever a passing item has multiple valid exits, the distribution mode will decide how to handle it");
for (int i = 0; i < 3; i++) {
scene.idle(40);
scene.world.createItemOnBelt(util.grid.at(5, 1, 2), Direction.EAST, AllItems.BRASS_INGOT.asStack(63));
}
scene.idle(30);
scene.world.hideSection(util.select.position(3, 2, 2), Direction.UP);
scene.idle(5);
scene.world.hideSection(util.select.fromTo(5, 1, 2, 1, 1, 0), Direction.UP);
scene.idle(15);
ElementLink<WorldSectionElement> newBelt = scene.world.showIndependentSection(util.select.fromTo(3, 3, 2, 0, 3, 4).add(util.select.fromTo(5, 3, 3, 4, 3, 3)), Direction.DOWN);
scene.world.moveSection(newBelt, util.vector.of(0, -2, -1), 0);
scene.idle(15);
for (int i = 0; i < 3; i++) {
scene.idle(4);
scene.world.showSectionAndMerge(util.select.position(3, 4, 2 + i), Direction.DOWN, newBelt);
}
scene.overlay.showSelectionWithText(util.select.fromTo(3, 1, 1, 3, 2, 3), 80).attachKeyFrame().placeNearTarget().text("Brass Tunnels on parallel belts will form a group");
scene.idle(90);
ItemStack item1 = new ItemStack(Items.CARROT);
ItemStack item2 = new ItemStack(Items.HONEY_BOTTLE);
ItemStack item3 = new ItemStack(Items.SWEET_BERRIES);
tunnelFilterVec = getTunnelFilterVec(tunnelPos, Direction.WEST);
BlockPos newTunnelPos = tunnelPos.above(2).south();
scene.overlay.showControls(new InputWindowElement(tunnelFilterVec.add(0, 0, -1), Pointing.RIGHT).withItem(item1), 20);
scene.world.modifyTileEntity(newTunnelPos.north(), tunnelClass, te -> te.getBehaviour(SidedFilteringBehaviour.TYPE).setFilter(Direction.WEST, item1));
scene.idle(4);
scene.overlay.showControls(new InputWindowElement(tunnelFilterVec, Pointing.DOWN).withItem(item2), 20);
scene.world.modifyTileEntity(newTunnelPos, tunnelClass, te -> te.getBehaviour(SidedFilteringBehaviour.TYPE).setFilter(Direction.WEST, item2));
scene.idle(4);
scene.overlay.showControls(new InputWindowElement(tunnelFilterVec.add(0, 0, 1), Pointing.LEFT).withItem(item3), 20);
scene.world.modifyTileEntity(newTunnelPos.south(), tunnelClass, te -> te.getBehaviour(SidedFilteringBehaviour.TYPE).setFilter(Direction.WEST, item3));
scene.idle(30);
scene.overlay.showText(80).pointAt(tunnelTop).placeNearTarget().text("Incoming Items will now be distributed across all connected exits");
scene.idle(90);
BlockPos beltPos = util.grid.at(5, 3, 3);
Vec3 m = util.vector.of(0, 0.1, 0);
Vec3 spawn = util.vector.centerOf(util.grid.at(5, 3, 2));
scene.world.createItemEntity(spawn, m, item1);
scene.idle(12);
scene.world.createItemOnBelt(beltPos, Direction.UP, item1);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.world.createItemEntity(spawn, m, item2);
scene.idle(12);
scene.world.createItemOnBelt(beltPos, Direction.UP, item2);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.world.createItemEntity(spawn, m, item3);
scene.idle(12);
scene.world.createItemOnBelt(beltPos, Direction.UP, item3);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.idle(50);
scene.world.showSectionAndMerge(util.select.position(3, 5, 2), Direction.DOWN, newBelt);
scene.overlay.showText(80).pointAt(util.vector.blockSurface(tunnelPos.above().north(), Direction.WEST)).placeNearTarget().text("For this, items can also be inserted into the Tunnel block directly");
scene.idle(20);
beltPos = util.grid.at(3, 3, 3);
spawn = util.vector.centerOf(util.grid.at(3, 5, 1));
scene.world.createItemEntity(spawn, m, item1);
scene.idle(12);
scene.world.createItemOnBelt(beltPos, Direction.EAST, item1);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.world.createItemEntity(spawn, m, item2);
scene.idle(12);
scene.world.createItemOnBelt(beltPos, Direction.EAST, item2);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.world.createItemEntity(spawn, m, item3);
scene.idle(12);
scene.world.createItemOnBelt(beltPos, Direction.EAST, item3);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.idle(30);
}
use of com.simibubi.create.foundation.ponder.element.InputWindowElement in project Create by Creators-of-Create.
the class FluidMovementActorScenes method transfer.
public static void transfer(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("portable_fluid_interface", "Contraption Fluid Exchange");
scene.configureBasePlate(0, 0, 6);
scene.scaleSceneView(0.95f);
scene.setSceneOffsetY(-1);
scene.showBasePlate();
scene.idle(5);
Selection pipes = util.select.fromTo(2, 1, 3, 0, 1, 3).add(util.select.position(0, 1, 4));
BlockPos pumpPos = util.grid.at(0, 1, 4);
Selection kinetics = util.select.fromTo(1, 1, 7, 1, 1, 4);
Selection tank = util.select.fromTo(0, 1, 5, 0, 3, 5);
Selection largeCog = util.select.position(2, 0, 7);
FluidStack chocolate = new FluidStack(FluidHelper.convertToStill(AllFluids.CHOCOLATE.get()), 1000);
BlockPos ct1 = util.grid.at(5, 3, 2);
BlockPos ct2 = util.grid.at(6, 3, 2);
BlockPos st = util.grid.at(0, 1, 5);
Capability<IFluidHandler> fhc = CapabilityFluidHandler.FLUID_HANDLER_CAPABILITY;
Class<FluidTankTileEntity> type = FluidTankTileEntity.class;
ItemStack bucket = AllFluids.CHOCOLATE.get().getAttributes().getBucket(chocolate);
scene.world.modifyTileEntity(st, type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.fill(FluidHelper.copyStackWithAmount(chocolate, 10000), FluidAction.EXECUTE)));
BlockPos bearing = util.grid.at(5, 1, 2);
scene.world.showSection(util.select.position(bearing), Direction.DOWN);
scene.idle(5);
ElementLink<WorldSectionElement> contraption = scene.world.showIndependentSection(util.select.fromTo(5, 2, 2, 6, 4, 2), Direction.DOWN);
scene.world.configureCenterOfRotation(contraption, util.vector.centerOf(bearing));
scene.idle(10);
scene.world.rotateBearing(bearing, 360, 70);
scene.world.rotateSection(contraption, 0, 360, 0, 70);
scene.overlay.showText(60).pointAt(util.vector.topOf(bearing.above(2))).colored(PonderPalette.RED).placeNearTarget().attachKeyFrame().text("Fluid Tanks on moving contraptions cannot be accessed by any pipes");
scene.idle(70);
BlockPos psi = util.grid.at(4, 2, 2);
scene.world.showSectionAndMerge(util.select.position(psi), Direction.EAST, contraption);
scene.idle(13);
scene.effects.superGlue(psi, Direction.EAST, true);
scene.overlay.showText(80).pointAt(util.vector.topOf(psi)).colored(PonderPalette.GREEN).placeNearTarget().attachKeyFrame().text("This component can interact with fluid tanks without the need to stop the contraption");
scene.idle(90);
BlockPos psi2 = psi.west(2);
scene.world.showSection(util.select.position(psi2), Direction.DOWN);
scene.overlay.showSelectionWithText(util.select.position(psi.west()), 50).colored(PonderPalette.RED).placeNearTarget().attachKeyFrame().text("Place a second one with a gap of 1 or 2 blocks inbetween");
scene.idle(55);
scene.world.rotateBearing(bearing, 360, 60);
scene.world.rotateSection(contraption, 0, 360, 0, 60);
scene.idle(20);
scene.overlay.showText(40).placeNearTarget().pointAt(util.vector.of(3, 3, 2.5)).text("Whenever they pass by each other, they will engage in a connection");
scene.idle(35);
Selection both = util.select.fromTo(2, 2, 2, 4, 2, 2);
Class<PortableFluidInterfaceTileEntity> psiClass = PortableFluidInterfaceTileEntity.class;
scene.world.modifyTileNBT(both, psiClass, nbt -> {
nbt.putFloat("Distance", 1);
nbt.putFloat("Timer", 40);
});
scene.idle(20);
scene.overlay.showOutline(PonderPalette.GREEN, psi, util.select.fromTo(5, 3, 2, 6, 4, 2), 80);
scene.idle(10);
scene.overlay.showSelectionWithText(util.select.position(psi2), 70).placeNearTarget().colored(PonderPalette.GREEN).attachKeyFrame().text("While engaged, the stationary interface will represent ALL Tanks on the contraption");
scene.idle(80);
ElementLink<WorldSectionElement> p = scene.world.showIndependentSection(tank, Direction.DOWN);
scene.world.moveSection(p, util.vector.of(0, 0, -1), 0);
scene.idle(5);
scene.world.showSectionAndMerge(pipes, Direction.EAST, p);
scene.idle(5);
scene.world.showSectionAndMerge(largeCog, Direction.UP, p);
scene.world.showSectionAndMerge(kinetics, Direction.NORTH, p);
scene.idle(10);
scene.overlay.showText(70).placeNearTarget().pointAt(util.vector.topOf(pumpPos)).attachKeyFrame().text("Fluid can now be inserted...");
scene.idle(30);
for (int i = 0; i < 16; i++) {
if (i == 8)
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(util.grid.at(5, 3, 2), Direction.WEST).add(0, 0.5, 0), Pointing.LEFT).withItem(bucket), 30);
scene.world.modifyTileEntity(st, type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.drain(1000, FluidAction.EXECUTE)));
scene.world.modifyTileEntity(ct1, type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.fill(chocolate, FluidAction.EXECUTE)));
scene.idle(2);
}
for (int i = 0; i < 8; i++) {
scene.world.modifyTileEntity(st, type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.drain(1000, FluidAction.EXECUTE)));
scene.world.modifyTileEntity(ct2, type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.fill(chocolate, FluidAction.EXECUTE)));
scene.idle(2);
}
scene.idle(50);
scene.overlay.showText(40).placeNearTarget().pointAt(util.vector.topOf(pumpPos)).text("...or extracted from the contraption");
scene.world.multiplyKineticSpeed(util.select.everywhere(), -1);
scene.world.propagatePipeChange(pumpPos);
scene.idle(30);
for (int i = 0; i < 8; i++) {
scene.world.modifyTileEntity(ct2, type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.drain(1000, FluidAction.EXECUTE)));
scene.world.modifyTileEntity(st, type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.fill(chocolate, FluidAction.EXECUTE)));
scene.idle(2);
}
for (int i = 0; i < 16; i++) {
scene.world.modifyTileEntity(ct1, type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.drain(1000, FluidAction.EXECUTE)));
scene.world.modifyTileEntity(st, type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.fill(chocolate, FluidAction.EXECUTE)));
scene.idle(2);
}
scene.world.modifyTileEntity(util.grid.at(2, 2, 3), type, te -> te.getCapability(fhc).ifPresent(ifh -> ifh.drain(8000, FluidAction.EXECUTE)));
scene.idle(50);
scene.overlay.showText(120).placeNearTarget().attachKeyFrame().pointAt(util.vector.topOf(psi2)).text("After no contents have been exchanged for a while, the contraption will continue on its way");
scene.world.modifyTileNBT(both, psiClass, nbt -> nbt.putFloat("Timer", 9));
scene.idle(15);
scene.markAsFinished();
scene.world.rotateBearing(bearing, 270, 120);
scene.world.rotateSection(contraption, 0, 270, 0, 120);
}
use of com.simibubi.create.foundation.ponder.element.InputWindowElement in project Create by Creators-of-Create.
the class FluidTankScenes method creative.
public static void creative(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("creative_fluid_tank", "Creative Fluid Tanks");
scene.configureBasePlate(0, 0, 5);
scene.showBasePlate();
scene.idle(5);
Selection largeCog = util.select.position(5, 0, 2);
Selection cTank = util.select.fromTo(3, 1, 1, 3, 2, 1);
Selection tank = util.select.fromTo(1, 1, 3, 1, 3, 3);
Selection pipes = util.select.fromTo(3, 1, 2, 2, 1, 3);
Selection cog = util.select.position(4, 1, 2);
BlockPos cTankPos = util.grid.at(3, 1, 1);
BlockPos pumpPos = util.grid.at(3, 1, 2);
ElementLink<WorldSectionElement> cTankLink = scene.world.showIndependentSection(cTank, Direction.DOWN);
scene.world.moveSection(cTankLink, util.vector.of(-1, 0, 1), 0);
scene.overlay.showText(70).text("Creative Fluid Tanks can be used to provide a bottomless supply of fluid").attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(2, 2, 2), Direction.WEST));
scene.idle(80);
ItemStack bucket = new ItemStack(Items.LAVA_BUCKET);
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(util.grid.at(2, 2, 2), Direction.NORTH), Pointing.RIGHT).rightClick().withItem(bucket), 40);
scene.idle(7);
scene.world.modifyTileEntity(cTankPos, CreativeFluidTankTileEntity.class, te -> ((CreativeSmartFluidTank) te.getTankInventory()).setContainedFluid(new FluidStack(Fluids.FLOWING_LAVA, 1000)));
scene.idle(5);
scene.overlay.showText(50).text("Right-Click with a fluid containing item to configure it").attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(2, 2, 2), Direction.WEST));
scene.idle(60);
scene.world.moveSection(cTankLink, util.vector.of(1, 0, -1), 6);
scene.idle(7);
scene.world.showSection(tank, Direction.DOWN);
scene.idle(5);
scene.world.showSection(largeCog, Direction.UP);
scene.world.showSection(cog, Direction.NORTH);
scene.world.showSection(pipes, Direction.NORTH);
scene.world.multiplyKineticSpeed(util.select.everywhere(), -1);
scene.world.propagatePipeChange(pumpPos);
scene.effects.rotationDirectionIndicator(pumpPos);
scene.idle(40);
scene.overlay.showText(70).text("Pipe Networks can now endlessly draw the assigned fluid from the tank").attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(3, 1, 2), Direction.WEST));
scene.idle(120);
scene.world.multiplyKineticSpeed(util.select.everywhere(), -1);
scene.world.propagatePipeChange(pumpPos);
scene.effects.rotationDirectionIndicator(pumpPos);
scene.idle(40);
scene.overlay.showText(70).text("Any Fluids pushed back into a Creative Fluid Tank will be voided").attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(3, 1, 2), Direction.WEST));
scene.idle(40);
}
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