use of com.simibubi.create.foundation.ponder.elements.InputWindowElement in project SteamPowered by TeamMoegMC.
the class SPScenes method steamBoiler.
public static void steamBoiler(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("boiler", "Generating Steam through Boilers and Burning Chambers");
scene.configureBasePlate(0, 0, 6);
BlockPos burner = util.grid.at(2, 1, 2);
BlockPos boiler = util.grid.at(2, 2, 2);
BlockPos engine = util.grid.at(0, 2, 2);
BlockPos steamPump = util.grid.at(1, 2, 2);
BlockPos steamCog1 = util.grid.at(1, 3, 3);
BlockPos steamCog2 = util.grid.at(0, 3, 3);
BlockPos waterPump = util.grid.at(4, 3, 2);
BlockPos waterCog1 = util.grid.at(4, 2, 1);
BlockPos waterCog2 = util.grid.at(5, 2, 1);
// show the whole structure
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(10);
scene.world.showSection(util.select.layers(1, 3), Direction.NORTH);
scene.idle(50);
// water pumps
scene.world.setKineticSpeed(util.select.position(waterPump), 32.0F);
scene.world.setKineticSpeed(util.select.position(waterCog1), 16.0F);
scene.world.setKineticSpeed(util.select.position(waterCog2), 16.0F);
scene.idle(30);
// boiler text
scene.overlay.showText(50).attachKeyFrame().text("The Boiler needs water to produce Steam").placeNearTarget().pointAt(util.vector.centerOf(boiler));
scene.idle(100);
// burner text
scene.overlay.showText(100).attachKeyFrame().text("The Burning Chamber needs furnace fuel to heat the Boiler").placeNearTarget().pointAt(util.vector.centerOf(burner));
scene.idle(100);
scene.overlay.showText(80).attachKeyFrame().text("Right click with fuel item such as Coal or Planks to provide it with fuel").placeNearTarget().pointAt(util.vector.centerOf(burner));
scene.idle(100);
// add fuel
scene.overlay.showControls(new InputWindowElement(util.vector.centerOf(burner), Pointing.UP).rightClick().withItem(new ItemStack(Items.COAL)), 30);
scene.idle(40);
scene.overlay.showControls(new InputWindowElement(util.vector.centerOf(burner), Pointing.UP).rightClick().withItem(new ItemStack(Items.OAK_PLANKS)), 30);
scene.idle(40);
scene.world.modifyBlock(burner, s -> s.setValue(BurnerBlock.LIT, true), false);
scene.idle(20);
scene.overlay.showText(80).attachKeyFrame().text("Right click with empty hand to take out the remaining fuel").placeNearTarget().pointAt(util.vector.centerOf(burner));
scene.idle(100);
// steam pumps
scene.world.setKineticSpeed(util.select.position(steamPump), 64.0F);
scene.world.setKineticSpeed(util.select.position(steamCog1), 32.0F);
scene.world.setKineticSpeed(util.select.position(steamCog2), 32.0F);
scene.world.modifyBlock(engine, s -> s.setValue(SteamEngineBlock.LIT, true), false);
scene.idle(50);
// engine text
scene.overlay.showText(100).attachKeyFrame().text("Pump the Steam out of the boiler to power the Steam Engines").placeNearTarget().pointAt(util.vector.centerOf(engine));
scene.idle(100);
}
use of com.simibubi.create.foundation.ponder.elements.InputWindowElement in project FrostedHeart by TeamMoegMC.
the class MixinProcessingScenes method pressing.
/**
* @author khjxiaogu
* @reason change mechanical press scene to fit TWR
*/
@Overwrite(remap = false)
public static void pressing(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_press", "Processing 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);
Vector3d basinSide = util.vector.blockSurface(basin, Direction.WEST);
ItemStack copper = AllItems.COPPER_INGOT.asStack();
ItemStack copperBlock = AllItems.COPPER_SHEET.asStack();
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().with(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);
Vector3d 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);
}
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