CreateMod/src/main/java/com/simibubi/create/infrastructure/ponder/scenes/ArmScenes.java
simibubi c170738a56 Post-Calamity Datagen
- Forfeit deprecated display registry
- Added valve handle to recently updated ponders
- Fixed self-containing ingredient items probably also being affected by the basin dupe
2023-05-21 22:00:08 +02:00

615 lines
23 KiB
Java

package com.simibubi.create.infrastructure.ponder.scenes;
import com.simibubi.create.AllBlocks;
import com.simibubi.create.AllShapes;
import com.simibubi.create.content.kinetics.crafter.MechanicalCrafterBlockEntity;
import com.simibubi.create.content.kinetics.mechanicalArm.ArmBlockEntity.Phase;
import com.simibubi.create.content.logistics.funnel.FunnelBlockEntity;
import com.simibubi.create.foundation.ponder.ElementLink;
import com.simibubi.create.foundation.ponder.PonderPalette;
import com.simibubi.create.foundation.ponder.SceneBuilder;
import com.simibubi.create.foundation.ponder.SceneBuildingUtil;
import com.simibubi.create.foundation.ponder.Selection;
import com.simibubi.create.foundation.ponder.element.InputWindowElement;
import com.simibubi.create.foundation.ponder.element.WorldSectionElement;
import com.simibubi.create.foundation.utility.Pointing;
import net.minecraft.core.BlockPos;
import net.minecraft.core.Direction;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.item.Items;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.phys.AABB;
import net.minecraft.world.phys.Vec3;
public class ArmScenes {
public static void setup(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_arm", "Setting up Mechanical Arms");
scene.configureBasePlate(0, 0, 5);
scene.showBasePlate();
ItemStack armItem = AllBlocks.MECHANICAL_ARM.asStack();
BlockPos armPos = util.grid.at(2, 1, 2);
Selection armSel = util.select.position(armPos);
BlockPos inputDepot = util.grid.at(4, 2, 1);
Vec3 depotSurface = util.vector.blockSurface(inputDepot, Direction.NORTH);
Vec3 armSurface = util.vector.blockSurface(armPos, Direction.WEST);
scene.idle(20);
scene.world.setKineticSpeed(armSel, 0);
scene.world.showSection(armSel, Direction.DOWN);
scene.idle(10);
scene.effects.indicateRedstone(armPos);
scene.overlay.showSelectionWithText(armSel, 70)
.attachKeyFrame()
.colored(PonderPalette.RED)
.text("Mechanical Arms have to be assigned their in- and outputs before they are placed")
.pointAt(armSurface)
.placeNearTarget();
scene.idle(80);
scene.world.showSection(util.select.fromTo(4, 1, 1, 4, 2, 1), Direction.DOWN);
scene.world.showSection(util.select.fromTo(0, 1, 1, 0, 2, 1), Direction.DOWN);
scene.world.hideSection(armSel, Direction.UP);
scene.idle(20);
scene.overlay.showControls(new InputWindowElement(depotSurface, Pointing.RIGHT).rightClick()
.withItem(armItem), 50);
scene.idle(7);
AABB depotBounds = AllShapes.CASING_13PX.get(Direction.UP)
.bounds();
scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, new Object(), depotBounds.move(4, 2, 1), 400);
scene.overlay.showText(70)
.attachKeyFrame()
.colored(PonderPalette.INPUT)
.text("Right-Click inventories while holding the Arm to assign them as Targets")
.pointAt(util.vector.blockSurface(inputDepot, Direction.WEST))
.placeNearTarget();
scene.idle(80);
BlockPos outputDepot = util.grid.at(0, 2, 1);
InputWindowElement input =
new InputWindowElement(util.vector.blockSurface(outputDepot, Direction.NORTH), Pointing.RIGHT).rightClick()
.withItem(armItem);
scene.overlay.showControls(input, 20);
scene.idle(7);
Object second = new Object();
scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, second, depotBounds.move(0, 2, 1), 100);
scene.idle(25);
scene.overlay.showControls(input, 30);
scene.idle(7);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.OUTPUT, second, depotBounds.move(0, 2, 1), 280);
scene.overlay.showText(70)
.colored(PonderPalette.OUTPUT)
.text("Right-Click again to toggle between Input (Blue) and Output (Yellow)")
.pointAt(util.vector.blockSurface(outputDepot, Direction.WEST))
.placeNearTarget();
scene.idle(80);
scene.world.showSection(util.select.position(1, 1, 0), Direction.DOWN);
scene.idle(15);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, new Object(), depotBounds.move(1, 1, 0), 43);
scene.overlay.showText(50)
.colored(PonderPalette.WHITE)
.text("Left-Click components to remove their Selection")
.pointAt(util.vector.blockSurface(util.grid.at(1, 1, 0), Direction.WEST))
.placeNearTarget();
scene.idle(35);
scene.overlay
.showControls(new InputWindowElement(util.vector.topOf(util.grid.at(1, 1, 0)), Pointing.DOWN).leftClick()
.withItem(armItem), 30);
scene.idle(50);
scene.world.showSection(armSel, Direction.DOWN);
scene.idle(10);
Vec3 armTop = armSurface.add(0.5, 1.5, 0);
scene.overlay.showText(70)
.attachKeyFrame()
.colored(PonderPalette.GREEN)
.text("Once placed, the Mechanical Arm will target the blocks selected previously")
.pointAt(armTop)
.placeNearTarget();
scene.idle(80);
scene.effects.indicateSuccess(armPos);
scene.world.showSection(util.select.fromTo(2, 1, 5, 2, 1, 3)
.add(util.select.position(2, 0, 5)), Direction.DOWN);
ItemStack copper = new ItemStack(Items.COPPER_INGOT);
scene.world.createItemOnBeltLike(inputDepot, Direction.SOUTH, copper);
scene.idle(10);
scene.world.setKineticSpeed(armSel, -48);
scene.idle(20);
scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 1);
scene.idle(24);
scene.world.removeItemsFromBelt(inputDepot);
scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, copper, -1);
scene.idle(20);
scene.world.instructArm(armPos, Phase.MOVE_TO_OUTPUT, copper, 1);
scene.idle(24);
scene.world.createItemOnBeltLike(outputDepot, Direction.UP, copper);
scene.world.instructArm(armPos, Phase.SEARCH_INPUTS, ItemStack.EMPTY, -1);
scene.idle(44);
scene.world.showSection(util.select.fromTo(1, 1, 4, 1, 3, 4), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(4, 1, 2), Direction.DOWN);
scene.idle(5);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.OUTPUT, new Object(), depotBounds.move(0, 2, 1), 60);
scene.idle(5);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, new Object(), depotBounds.move(4, 2, 1), 60);
scene.idle(5);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.OUTPUT, new Object(), depotBounds.move(1, 1, 0), 60);
scene.idle(5);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, new Object(), depotBounds.move(1, 3, 4), 60);
scene.idle(5);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, new Object(), depotBounds.move(4, 1, 2), 60);
scene.idle(5);
scene.overlay.showText(80)
.attachKeyFrame()
.text("They can have any amount of in- and outputs within their range")
.pointAt(util.vector.blockSurface(util.grid.at(1, 3, 4), Direction.WEST))
.placeNearTarget();
inputDepot = util.grid.at(1, 3, 4);
outputDepot = util.grid.at(1, 1, 0);
copper = new ItemStack(Items.COPPER_BLOCK);
scene.world.createItemOnBeltLike(inputDepot, Direction.SOUTH, copper);
scene.idle(20);
scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 2);
scene.idle(24);
scene.world.removeItemsFromBelt(inputDepot);
scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, copper, -1);
scene.idle(20);
scene.world.instructArm(armPos, Phase.MOVE_TO_OUTPUT, copper, 0);
scene.idle(24);
scene.world.createItemOnBeltLike(outputDepot, Direction.UP, copper);
scene.world.instructArm(armPos, Phase.SEARCH_INPUTS, ItemStack.EMPTY, -1);
scene.world.hideSection(util.select.fromTo(4, 2, 1, 4, 1, 1), Direction.UP);
scene.idle(2);
scene.world.hideSection(util.select.fromTo(1, 1, 4, 1, 3, 4), Direction.UP);
scene.idle(5);
scene.world.hideSection(util.select.fromTo(0, 1, 1, 0, 2, 1), Direction.UP);
scene.idle(2);
scene.world.hideSection(util.select.position(1, 1, 0), Direction.UP);
scene.idle(5);
scene.world.hideSection(util.select.position(4, 1, 2), Direction.UP);
scene.idle(15);
scene.world.showSection(util.select.fromTo(4, 1, 3, 4, 2, 3), Direction.NORTH);
scene.idle(5);
scene.world.showSection(util.select.fromTo(0, 1, 3, 0, 2, 3), Direction.NORTH);
scene.idle(15);
Object in = new Object();
Object out = new Object();
AABB chestBounds = new AABB(1 / 16f, 0, 1 / 16f, 15 / 16f, 14 / 16f, 15 / 16f);
AABB funnelBounds = new AABB(0, 0, 8 / 16f, 16 / 16f, 16 / 16f, 16 / 16f);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.RED, in, chestBounds.move(4, 2, 3), 120);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.RED, out, chestBounds.move(0, 2, 3), 120);
scene.overlay.showText(80)
.attachKeyFrame()
.text("However, not every type of Inventory can be interacted with directly")
.colored(PonderPalette.RED)
.placeNearTarget()
.pointAt(util.vector.blockSurface(util.grid.at(0, 2, 3), Direction.WEST));
scene.idle(90);
scene.world.showSection(util.select.fromTo(4, 1, 2, 4, 2, 2), Direction.SOUTH);
scene.idle(5);
scene.world.showSection(util.select.position(0, 2, 2), Direction.SOUTH);
scene.idle(10);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, in, depotBounds.move(4, 1, 2), 80);
scene.idle(5);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.OUTPUT, out, funnelBounds.move(0, 2, 2), 80);
scene.idle(5);
scene.overlay.showText(60)
.text("Funnels and Depots can help to Bridge that gap")
.colored(PonderPalette.OUTPUT)
.placeNearTarget()
.pointAt(util.vector.topOf(util.grid.at(0, 2, 2))
.add(0, 0, 0.25));
scene.idle(70);
ItemStack sword = new ItemStack(Items.GOLDEN_SWORD);
inputDepot = util.grid.at(4, 1, 2);
scene.overlay
.showControls(new InputWindowElement(util.vector.topOf(inputDepot), Pointing.RIGHT).withItem(sword), 30);
scene.world.createItemOnBeltLike(inputDepot, Direction.SOUTH, sword);
scene.idle(20);
scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 0);
scene.idle(24);
scene.world.removeItemsFromBelt(inputDepot);
scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, sword, -1);
scene.idle(20);
scene.world.instructArm(armPos, Phase.MOVE_TO_OUTPUT, sword, 2);
scene.idle(24);
scene.world.flapFunnel(util.grid.at(0, 2, 2), false);
scene.world.instructArm(armPos, Phase.SEARCH_INPUTS, ItemStack.EMPTY, -1);
scene.idle(5);
scene.overlay.showControls(
new InputWindowElement(util.vector.blockSurface(util.grid.at(0, 2, 3), Direction.WEST), Pointing.LEFT)
.withItem(sword),
30);
}
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(6, 1, 1), Direction.WEST);
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, Direction.NORTH, 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), FunnelBlockEntity.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.modifyBlockEntity(funnelPos.north(), MechanicalCrafterBlockEntity.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.modifyBlockEntity(funnelPos.north(), MechanicalCrafterBlockEntity.class, mct -> mct.getInventory()
.insertItem(0, sulphur.copy(), false));
scene.idle(10);
}
scene.idle(120);
}
public static void modes(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_arm_modes", "Distribution modes of the Mechanical Arm");
scene.configureBasePlate(0, 1, 5);
scene.world.setBlock(util.grid.at(3, 1, 0), Blocks.BARRIER.defaultBlockState(), false);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.fromTo(3, 1, 4, 4, 1, 5), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.fromTo(1, 1, 4, 1, 2, 5), Direction.NORTH);
scene.idle(5);
scene.world.showSection(util.select.fromTo(1, 1, 1, 5, 1, 2), Direction.SOUTH);
scene.idle(10);
AABB depotBox = AllShapes.CASING_13PX.get(Direction.UP)
.bounds();
AABB beltBox = depotBox.contract(0, -3 / 16f, 0)
.inflate(1, 0, 0);
BlockPos depotPos = util.grid.at(1, 1, 4);
BlockPos armPos = util.grid.at(3, 1, 4);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, depotBox, depotBox.move(1, 1, 4), 60);
scene.overlay.showText(30)
.text("Input")
.pointAt(util.vector.blockSurface(depotPos, Direction.WEST))
.placeNearTarget()
.colored(PonderPalette.INPUT);
scene.idle(40);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.OUTPUT, depotBox, beltBox.move(2, 1, 2), 40);
scene.overlay.showText(40)
.text("Outputs")
.pointAt(util.vector.blockSurface(util.grid.at(1, 1, 2), Direction.WEST))
.placeNearTarget()
.colored(PonderPalette.OUTPUT);
scene.idle(50);
ItemStack item = new ItemStack(Items.SNOWBALL);
scene.world.createItemOnBeltLike(depotPos, Direction.SOUTH, item);
scene.overlay.showText(60)
.attachKeyFrame()
.text("Whenever an Arm has to choose between multiple valid outputs...")
.pointAt(util.vector.blockSurface(util.grid.at(2, 1, 2), Direction.UP))
.placeNearTarget()
.colored(PonderPalette.OUTPUT);
scene.idle(70);
Vec3 scrollSlot = util.vector.of(3.5, 1 + 3 / 16f, 4);
scene.overlay.showFilterSlotInput(scrollSlot, Direction.NORTH, 120);
scene.overlay.showText(50)
.text("...it will act according to its setting")
.pointAt(scrollSlot)
.placeNearTarget();
scene.idle(60);
scene.overlay.showControls(new InputWindowElement(scrollSlot, Pointing.RIGHT).rightClick(), 40);
scene.idle(10);
scene.overlay.showText(50)
.text("The value panel will allow you to configure it")
.pointAt(scrollSlot)
.placeNearTarget();
scene.idle(60);
ElementLink<WorldSectionElement> blockage =
scene.world.showIndependentSection(util.select.position(4, 1, 0), Direction.UP);
scene.world.moveSection(blockage, util.vector.of(-1, 0, 0), 0);
for (int i = 0; i < 20; i++) {
if (i == 2) {
scene.overlay.showText(60)
.attachKeyFrame()
.text("Round Robin mode simply cycles through all outputs that are available")
.pointAt(util.vector.blockSurface(util.grid.at(2, 1, 2), Direction.UP))
.placeNearTarget()
.colored(PonderPalette.OUTPUT);
}
if (i == 6)
continue;
if (i == 7) {
scene.overlay.showText(60)
.attachKeyFrame()
.text("If an output is unable to take more items, it will be skipped")
.pointAt(util.vector.blockSurface(util.grid.at(3, 1, 2), Direction.UP))
.placeNearTarget()
.colored(PonderPalette.GREEN);
}
if (i == 12) {
scene.world.moveSection(blockage, util.vector.of(-1, 0, 0), 10);
scene.world.setBlock(util.grid.at(3, 1, 0), Blocks.BARRIER.defaultBlockState(), false);
}
int index = i % 3;
if (i == 13) {
scene.world.setBlock(util.grid.at(2, 1, 0), Blocks.BARRIER.defaultBlockState(), false);
ElementLink<WorldSectionElement> blockage2 =
scene.world.showIndependentSection(util.select.position(4, 1, 0), Direction.UP);
scene.world.moveSection(blockage2, util.vector.of(-2, 0, 0), 0);
scene.overlay.showText(60)
.attachKeyFrame()
.text("Prefer First prioritizes the outputs selected earliest when configuring this Arm")
.pointAt(util.vector.blockSurface(util.grid.at(3, 1, 2), Direction.UP))
.placeNearTarget()
.colored(PonderPalette.GREEN);
index = 0;
}
if (i == 14)
index = 1;
if (i == 15)
index = 1;
if (i >= 16)
index = 2;
scene.idle(5);
scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 0);
scene.idle(12);
scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, item, -1);
scene.world.removeItemsFromBelt(depotPos);
scene.idle(5);
if (i == 9) {
scene.overlay.showText(80)
.attachKeyFrame()
.text("Forced Round Robin mode will never skip outputs, and instead wait until they are free")
.pointAt(util.vector.blockSurface(util.grid.at(3, 1, 2), Direction.UP))
.placeNearTarget()
.colored(PonderPalette.RED);
scene.idle(40);
scene.world.moveSection(blockage, util.vector.of(1, 0, 0), 10);
scene.world.setBlock(util.grid.at(3, 1, 0), Blocks.AIR.defaultBlockState(), false);
scene.idle(50);
scene.world.multiplyKineticSpeed(util.select.fromTo(1, 1, 1, 5, 0, 3), 2);
}
scene.world.instructArm(armPos, Phase.MOVE_TO_OUTPUT, item, index);
scene.world.createItemOnBeltLike(depotPos, Direction.SOUTH, item);
scene.idle(12);
scene.world.instructArm(armPos, Phase.SEARCH_INPUTS, ItemStack.EMPTY, -1);
scene.world.createItemOnBelt(util.grid.at(3 - index, 1, 2), Direction.UP, item);
}
}
public static void redstone(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_arm_redstone", "Controlling Mechanical Arms with Redstone");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.fromTo(1, 1, 3, 2, 1, 4), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.fromTo(3, 1, 5, 4, 1, 3), Direction.WEST);
scene.idle(5);
scene.world.showSection(util.select.position(4, 1, 2), Direction.SOUTH);
scene.idle(5);
scene.world.showSection(util.select.fromTo(2, 1, 1, 4, 1, 1), Direction.EAST);
scene.idle(10);
Selection redstone = util.select.fromTo(1, 1, 0, 1, 1, 2);
scene.world.showSection(redstone, Direction.SOUTH);
BlockPos armPos = util.grid.at(1, 1, 3);
BlockPos leverPos = util.grid.at(1, 1, 0);
ItemStack item = new ItemStack(Items.REDSTONE_ORE);
scene.world.createItemOnBeltLike(util.grid.at(4, 1, 1), Direction.SOUTH, item);
for (int i = 0; i < 3; i++) {
scene.idle(12);
if (i == 1) {
scene.world.toggleRedstonePower(redstone);
scene.effects.indicateRedstone(leverPos);
scene.idle(10);
scene.overlay.showText(60)
.colored(PonderPalette.RED)
.attachKeyFrame()
.pointAt(util.vector.topOf(armPos))
.placeNearTarget()
.text("When powered by Redstone, Mechanical Arms will not activate");
scene.idle(70);
scene.world.toggleRedstonePower(redstone);
}
if (i == 2) {
scene.idle(60);
scene.world.toggleRedstonePower(redstone);
scene.idle(3);
scene.world.toggleRedstonePower(redstone);
scene.effects.indicateRedstone(leverPos);
}
scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 0);
scene.idle(18);
scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, item, -1);
scene.world.removeItemsFromBelt(util.grid.at(3, 1, 1));
scene.idle(5);
if (i == 1) {
scene.world.toggleRedstonePower(redstone);
scene.effects.indicateRedstone(leverPos);
scene.overlay.showText(60)
.pointAt(util.vector.topOf(armPos))
.placeNearTarget()
.text("Before stopping, it will finish any started cycles");
}
scene.idle(10);
if (i == 2) {
scene.overlay.showText(100)
.colored(PonderPalette.GREEN)
.attachKeyFrame()
.pointAt(util.vector.topOf(armPos))
.placeNearTarget()
.text("Thus, a negative pulse can be used to trigger exactly one activation cycle");
}
scene.world.instructArm(armPos, Phase.MOVE_TO_OUTPUT, item, 0);
scene.world.createItemOnBeltLike(util.grid.at(4, 1, 1), Direction.SOUTH, item);
scene.idle(18);
scene.world.instructArm(armPos, Phase.SEARCH_INPUTS, ItemStack.EMPTY, -1);
scene.world.createItemOnBelt(util.grid.at(3, 1, 3), Direction.UP, item);
}
scene.idle(5);
}
}