- Forfeit deprecated display registry - Added valve handle to recently updated ponders - Fixed self-containing ingredient items probably also being affected by the basin dupe
615 lines
23 KiB
Java
615 lines
23 KiB
Java
package com.simibubi.create.infrastructure.ponder.scenes;
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import com.simibubi.create.AllBlocks;
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import com.simibubi.create.AllShapes;
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import com.simibubi.create.content.kinetics.crafter.MechanicalCrafterBlockEntity;
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import com.simibubi.create.content.kinetics.mechanicalArm.ArmBlockEntity.Phase;
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import com.simibubi.create.content.logistics.funnel.FunnelBlockEntity;
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import com.simibubi.create.foundation.ponder.ElementLink;
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import com.simibubi.create.foundation.ponder.PonderPalette;
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import com.simibubi.create.foundation.ponder.SceneBuilder;
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import com.simibubi.create.foundation.ponder.SceneBuildingUtil;
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import com.simibubi.create.foundation.ponder.Selection;
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import com.simibubi.create.foundation.ponder.element.InputWindowElement;
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import com.simibubi.create.foundation.ponder.element.WorldSectionElement;
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import com.simibubi.create.foundation.utility.Pointing;
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import net.minecraft.core.BlockPos;
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import net.minecraft.core.Direction;
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import net.minecraft.world.item.ItemStack;
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import net.minecraft.world.item.Items;
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import net.minecraft.world.level.block.Blocks;
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import net.minecraft.world.phys.AABB;
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import net.minecraft.world.phys.Vec3;
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public class ArmScenes {
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public static void setup(SceneBuilder scene, SceneBuildingUtil util) {
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scene.title("mechanical_arm", "Setting up Mechanical Arms");
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scene.configureBasePlate(0, 0, 5);
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scene.showBasePlate();
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ItemStack armItem = AllBlocks.MECHANICAL_ARM.asStack();
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BlockPos armPos = util.grid.at(2, 1, 2);
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Selection armSel = util.select.position(armPos);
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BlockPos inputDepot = util.grid.at(4, 2, 1);
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Vec3 depotSurface = util.vector.blockSurface(inputDepot, Direction.NORTH);
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Vec3 armSurface = util.vector.blockSurface(armPos, Direction.WEST);
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scene.idle(20);
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scene.world.setKineticSpeed(armSel, 0);
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scene.world.showSection(armSel, Direction.DOWN);
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scene.idle(10);
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scene.effects.indicateRedstone(armPos);
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scene.overlay.showSelectionWithText(armSel, 70)
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.attachKeyFrame()
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.colored(PonderPalette.RED)
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.text("Mechanical Arms have to be assigned their in- and outputs before they are placed")
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.pointAt(armSurface)
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.placeNearTarget();
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scene.idle(80);
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scene.world.showSection(util.select.fromTo(4, 1, 1, 4, 2, 1), Direction.DOWN);
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scene.world.showSection(util.select.fromTo(0, 1, 1, 0, 2, 1), Direction.DOWN);
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scene.world.hideSection(armSel, Direction.UP);
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scene.idle(20);
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scene.overlay.showControls(new InputWindowElement(depotSurface, Pointing.RIGHT).rightClick()
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.withItem(armItem), 50);
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scene.idle(7);
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AABB depotBounds = AllShapes.CASING_13PX.get(Direction.UP)
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.bounds();
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, new Object(), depotBounds.move(4, 2, 1), 400);
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scene.overlay.showText(70)
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.attachKeyFrame()
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.colored(PonderPalette.INPUT)
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.text("Right-Click inventories while holding the Arm to assign them as Targets")
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.pointAt(util.vector.blockSurface(inputDepot, Direction.WEST))
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.placeNearTarget();
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scene.idle(80);
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BlockPos outputDepot = util.grid.at(0, 2, 1);
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InputWindowElement input =
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new InputWindowElement(util.vector.blockSurface(outputDepot, Direction.NORTH), Pointing.RIGHT).rightClick()
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.withItem(armItem);
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scene.overlay.showControls(input, 20);
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scene.idle(7);
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Object second = new Object();
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, second, depotBounds.move(0, 2, 1), 100);
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scene.idle(25);
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scene.overlay.showControls(input, 30);
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scene.idle(7);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.OUTPUT, second, depotBounds.move(0, 2, 1), 280);
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scene.overlay.showText(70)
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.colored(PonderPalette.OUTPUT)
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.text("Right-Click again to toggle between Input (Blue) and Output (Yellow)")
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.pointAt(util.vector.blockSurface(outputDepot, Direction.WEST))
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.placeNearTarget();
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scene.idle(80);
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scene.world.showSection(util.select.position(1, 1, 0), Direction.DOWN);
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scene.idle(15);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, new Object(), depotBounds.move(1, 1, 0), 43);
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scene.overlay.showText(50)
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.colored(PonderPalette.WHITE)
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.text("Left-Click components to remove their Selection")
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.pointAt(util.vector.blockSurface(util.grid.at(1, 1, 0), Direction.WEST))
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.placeNearTarget();
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scene.idle(35);
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scene.overlay
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.showControls(new InputWindowElement(util.vector.topOf(util.grid.at(1, 1, 0)), Pointing.DOWN).leftClick()
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.withItem(armItem), 30);
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scene.idle(50);
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scene.world.showSection(armSel, Direction.DOWN);
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scene.idle(10);
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Vec3 armTop = armSurface.add(0.5, 1.5, 0);
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scene.overlay.showText(70)
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.attachKeyFrame()
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.colored(PonderPalette.GREEN)
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.text("Once placed, the Mechanical Arm will target the blocks selected previously")
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.pointAt(armTop)
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.placeNearTarget();
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scene.idle(80);
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scene.effects.indicateSuccess(armPos);
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scene.world.showSection(util.select.fromTo(2, 1, 5, 2, 1, 3)
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.add(util.select.position(2, 0, 5)), Direction.DOWN);
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ItemStack copper = new ItemStack(Items.COPPER_INGOT);
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scene.world.createItemOnBeltLike(inputDepot, Direction.SOUTH, copper);
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scene.idle(10);
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scene.world.setKineticSpeed(armSel, -48);
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scene.idle(20);
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scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 1);
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scene.idle(24);
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scene.world.removeItemsFromBelt(inputDepot);
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scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, copper, -1);
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scene.idle(20);
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scene.world.instructArm(armPos, Phase.MOVE_TO_OUTPUT, copper, 1);
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scene.idle(24);
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scene.world.createItemOnBeltLike(outputDepot, Direction.UP, copper);
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scene.world.instructArm(armPos, Phase.SEARCH_INPUTS, ItemStack.EMPTY, -1);
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scene.idle(44);
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scene.world.showSection(util.select.fromTo(1, 1, 4, 1, 3, 4), Direction.DOWN);
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scene.idle(5);
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scene.world.showSection(util.select.position(4, 1, 2), Direction.DOWN);
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scene.idle(5);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.OUTPUT, new Object(), depotBounds.move(0, 2, 1), 60);
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scene.idle(5);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, new Object(), depotBounds.move(4, 2, 1), 60);
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scene.idle(5);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.OUTPUT, new Object(), depotBounds.move(1, 1, 0), 60);
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scene.idle(5);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, new Object(), depotBounds.move(1, 3, 4), 60);
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scene.idle(5);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, new Object(), depotBounds.move(4, 1, 2), 60);
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scene.idle(5);
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scene.overlay.showText(80)
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.attachKeyFrame()
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.text("They can have any amount of in- and outputs within their range")
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.pointAt(util.vector.blockSurface(util.grid.at(1, 3, 4), Direction.WEST))
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.placeNearTarget();
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inputDepot = util.grid.at(1, 3, 4);
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outputDepot = util.grid.at(1, 1, 0);
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copper = new ItemStack(Items.COPPER_BLOCK);
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scene.world.createItemOnBeltLike(inputDepot, Direction.SOUTH, copper);
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scene.idle(20);
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scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 2);
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scene.idle(24);
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scene.world.removeItemsFromBelt(inputDepot);
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scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, copper, -1);
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scene.idle(20);
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scene.world.instructArm(armPos, Phase.MOVE_TO_OUTPUT, copper, 0);
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scene.idle(24);
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scene.world.createItemOnBeltLike(outputDepot, Direction.UP, copper);
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scene.world.instructArm(armPos, Phase.SEARCH_INPUTS, ItemStack.EMPTY, -1);
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scene.world.hideSection(util.select.fromTo(4, 2, 1, 4, 1, 1), Direction.UP);
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scene.idle(2);
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scene.world.hideSection(util.select.fromTo(1, 1, 4, 1, 3, 4), Direction.UP);
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scene.idle(5);
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scene.world.hideSection(util.select.fromTo(0, 1, 1, 0, 2, 1), Direction.UP);
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scene.idle(2);
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scene.world.hideSection(util.select.position(1, 1, 0), Direction.UP);
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scene.idle(5);
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scene.world.hideSection(util.select.position(4, 1, 2), Direction.UP);
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scene.idle(15);
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scene.world.showSection(util.select.fromTo(4, 1, 3, 4, 2, 3), Direction.NORTH);
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scene.idle(5);
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scene.world.showSection(util.select.fromTo(0, 1, 3, 0, 2, 3), Direction.NORTH);
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scene.idle(15);
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Object in = new Object();
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Object out = new Object();
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AABB chestBounds = new AABB(1 / 16f, 0, 1 / 16f, 15 / 16f, 14 / 16f, 15 / 16f);
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AABB funnelBounds = new AABB(0, 0, 8 / 16f, 16 / 16f, 16 / 16f, 16 / 16f);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.RED, in, chestBounds.move(4, 2, 3), 120);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.RED, out, chestBounds.move(0, 2, 3), 120);
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scene.overlay.showText(80)
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.attachKeyFrame()
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.text("However, not every type of Inventory can be interacted with directly")
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.colored(PonderPalette.RED)
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.placeNearTarget()
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.pointAt(util.vector.blockSurface(util.grid.at(0, 2, 3), Direction.WEST));
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scene.idle(90);
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scene.world.showSection(util.select.fromTo(4, 1, 2, 4, 2, 2), Direction.SOUTH);
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scene.idle(5);
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scene.world.showSection(util.select.position(0, 2, 2), Direction.SOUTH);
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scene.idle(10);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, in, depotBounds.move(4, 1, 2), 80);
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scene.idle(5);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.OUTPUT, out, funnelBounds.move(0, 2, 2), 80);
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scene.idle(5);
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scene.overlay.showText(60)
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.text("Funnels and Depots can help to Bridge that gap")
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.colored(PonderPalette.OUTPUT)
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.placeNearTarget()
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.pointAt(util.vector.topOf(util.grid.at(0, 2, 2))
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.add(0, 0, 0.25));
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scene.idle(70);
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ItemStack sword = new ItemStack(Items.GOLDEN_SWORD);
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inputDepot = util.grid.at(4, 1, 2);
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scene.overlay
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.showControls(new InputWindowElement(util.vector.topOf(inputDepot), Pointing.RIGHT).withItem(sword), 30);
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scene.world.createItemOnBeltLike(inputDepot, Direction.SOUTH, sword);
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scene.idle(20);
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scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 0);
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scene.idle(24);
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scene.world.removeItemsFromBelt(inputDepot);
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scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, sword, -1);
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scene.idle(20);
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scene.world.instructArm(armPos, Phase.MOVE_TO_OUTPUT, sword, 2);
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scene.idle(24);
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scene.world.flapFunnel(util.grid.at(0, 2, 2), false);
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scene.world.instructArm(armPos, Phase.SEARCH_INPUTS, ItemStack.EMPTY, -1);
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scene.idle(5);
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scene.overlay.showControls(
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new InputWindowElement(util.vector.blockSurface(util.grid.at(0, 2, 3), Direction.WEST), Pointing.LEFT)
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.withItem(sword),
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30);
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}
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public static void filtering(SceneBuilder scene, SceneBuildingUtil util) {
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scene.title("mechanical_arm_filtering", "Filtering Outputs of the Mechanical Arm");
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scene.configureBasePlate(0, 0, 6);
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scene.scaleSceneView(0.9f);
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scene.world.setKineticSpeed(util.select.fromTo(4, 1, 4, 6, 0, 5), 0);
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scene.world.showSection(util.select.layer(0), Direction.UP);
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scene.idle(10);
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scene.world.showSection(util.select.fromTo(4, 1, 4, 5, 1, 5), Direction.DOWN);
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scene.idle(10);
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for (int x = 0; x < 2; x++) {
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scene.idle(3);
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scene.world.showSection(util.select.position(x + 1, 1, 4), Direction.DOWN);
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}
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for (int y = 0; y < 3; y++) {
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for (int x = 0; x < 3; x++) {
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scene.world.showSection(util.select.position(y == 1 ? x + 3 : 5 - x, y + 1, 1), Direction.DOWN);
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scene.idle(2);
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}
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}
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scene.world.showSection(util.select.position(6, 1, 1), Direction.WEST);
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scene.world.showSection(util.select.position(2, 1, 1), Direction.EAST);
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ItemStack sand = new ItemStack(Items.SAND, 64);
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ItemStack sulphur = new ItemStack(Items.GUNPOWDER, 64);
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scene.world.createItemOnBeltLike(util.grid.at(2, 1, 4), Direction.SOUTH, sand);
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scene.world.createItemOnBeltLike(util.grid.at(1, 1, 4), Direction.SOUTH, sulphur);
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scene.overlay.showSelectionWithText(util.select.fromTo(2, 1, 4, 1, 1, 4), 60)
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.text("Inputs")
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.placeNearTarget()
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.colored(PonderPalette.INPUT);
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scene.idle(50);
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scene.overlay.showSelectionWithText(util.select.fromTo(5, 3, 1, 3, 1, 1), 40)
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.text("Outputs")
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.placeNearTarget()
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.colored(PonderPalette.OUTPUT);
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scene.idle(50);
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scene.overlay.showText(80)
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.attachKeyFrame()
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.text("Sometimes it is desirable to restrict targets of the Arm by matching a filter")
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.placeNearTarget()
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.pointAt(util.vector.blockSurface(util.grid.at(3, 3, 1), Direction.WEST));
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scene.idle(90);
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scene.rotateCameraY(-90 - 30);
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scene.idle(20);
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scene.overlay.showSelectionWithText(util.select.position(4, 1, 4), 80)
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.colored(PonderPalette.RED)
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.text("Mechanical Arms by themselves do not provide any options for filtering")
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.placeNearTarget();
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scene.idle(90);
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for (int y = 0; y < 3; y++) {
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scene.world.showSection(util.select.fromTo(5, y + 1, 2, 3, y + 1, 2), Direction.NORTH);
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scene.idle(2);
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}
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Vec3 filterSlot = util.vector.of(3.5, 3.75, 2.6);
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scene.overlay.showFilterSlotInput(filterSlot, Direction.NORTH, 80);
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scene.idle(10);
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scene.overlay.showText(80)
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.attachKeyFrame()
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.colored(PonderPalette.GREEN)
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.pointAt(filterSlot)
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.text("Brass Funnels as Targets do however communicate their own filter to the Arm")
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.placeNearTarget();
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scene.idle(90);
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for (int y = 0; y < 3; y++) {
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for (int x = 0; x < 3; x++) {
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ItemStack item = (x + y) % 2 == 0 ? sulphur : sand;
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scene.overlay
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.showControls(new InputWindowElement(filterSlot.add(2 - x, -y, 0), Pointing.LEFT).rightClick()
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.withItem(item), 5);
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scene.idle(7);
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scene.world.setFilterData(util.select.position(5 - x, 3 - y, 2), FunnelBlockEntity.class, item);
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scene.idle(4);
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}
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}
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scene.world.setKineticSpeed(util.select.fromTo(4, 1, 4, 6, 0, 5), 24);
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scene.world.multiplyKineticSpeed(util.select.position(5, 1, 5), -1);
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scene.world.multiplyKineticSpeed(util.select.position(4, 1, 4), 2);
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scene.idle(10);
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BlockPos armPos = util.grid.at(4, 1, 4);
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scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 1);
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scene.idle(24);
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scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, sand, -1);
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scene.idle(20);
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scene.overlay.showText(80)
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.attachKeyFrame()
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.pointAt(util.vector.topOf(2, 1, 4))
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.text("The Arm is smart enough not to pick up items it couldn't distribute")
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.placeNearTarget();
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scene.idle(90);
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for (int i = 0; i < 4; i++) {
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int index = i * 2 + 1;
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scene.world.instructArm(armPos, Phase.MOVE_TO_OUTPUT, sand, index);
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scene.idle(24);
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BlockPos funnelPos = util.grid.at(5 - index % 3, 1 + index / 3, 2);
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scene.world.flapFunnel(funnelPos, false);
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scene.world.instructArm(armPos, Phase.SEARCH_INPUTS, i == 3 ? ItemStack.EMPTY : sand, -1);
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scene.world.modifyBlockEntity(funnelPos.north(), MechanicalCrafterBlockEntity.class, mct -> mct.getInventory()
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.insertItem(0, sand.copy(), false));
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scene.idle(10);
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}
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scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 0);
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scene.idle(24);
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scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, sulphur, -1);
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scene.idle(20);
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scene.rotateCameraY(120);
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scene.world.setCraftingResult(util.grid.at(3, 1, 1), new ItemStack(Blocks.TNT));
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for (int i = 0; i < 5; i++) {
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int index = i * 2;
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scene.world.instructArm(armPos, Phase.MOVE_TO_OUTPUT, sulphur, index);
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scene.idle(24);
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BlockPos funnelPos = util.grid.at(3 + index % 3, 1 + index / 3, 2);
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scene.world.flapFunnel(funnelPos, false);
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scene.world.instructArm(armPos, Phase.SEARCH_INPUTS, i == 4 ? ItemStack.EMPTY : sulphur, -1);
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scene.world.modifyBlockEntity(funnelPos.north(), MechanicalCrafterBlockEntity.class, mct -> mct.getInventory()
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.insertItem(0, sulphur.copy(), false));
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scene.idle(10);
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}
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scene.idle(120);
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}
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public static void modes(SceneBuilder scene, SceneBuildingUtil util) {
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scene.title("mechanical_arm_modes", "Distribution modes of the Mechanical Arm");
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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);
|
|
}
|
|
|
|
}
|