Scene hacking getting out of control

- New highly over-engineered scenes for Encased Fans
- Potential Fix for GL errors with the framebuffer system
This commit is contained in:
simibubi 2021-03-08 02:59:43 +01:00
parent 15e88b9bcf
commit ca2cf94579
9 changed files with 358 additions and 7 deletions

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@ -171,7 +171,9 @@ public class EncasedFanTileEntity extends GeneratingKineticTileEntity implements
public void tick() {
super.tick();
if (!world.isRemote && airCurrentUpdateCooldown-- <= 0) {
boolean server = !world.isRemote || isVirtual();
if (server && airCurrentUpdateCooldown-- <= 0) {
airCurrentUpdateCooldown = AllConfigs.SERVER.kinetics.fanBlockCheckRate.get();
updateAirFlow = true;
}

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@ -21,7 +21,8 @@ public class UIRenderHelper {
RenderSystem.recordRenderCall(() -> {
MainWindow mainWindow = Minecraft.getInstance().getWindow();
framebuffer = new Framebuffer(mainWindow.getFramebufferWidth(), mainWindow.getFramebufferHeight(), true, Minecraft.IS_RUNNING_ON_MAC);
framebuffer.deleteFramebuffer();
framebuffer.setFramebufferColor(0, 0, 0, 0);
// framebuffer.deleteFramebuffer();
});
}

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@ -317,6 +317,14 @@ public class SceneBuilder {
addInstruction(scene -> scene.linkElement(parrot, link));
return link;
}
public ElementLink<ParrotElement> flappyBirb(Vec3d location) {
ElementLink<ParrotElement> link = new ElementLink<>(ParrotElement.class);
ParrotElement parrot = ParrotElement.flappy(location);
addInstruction(new CreateParrotInstruction(10, Direction.DOWN, parrot));
addInstruction(scene -> scene.linkElement(parrot, link));
return link;
}
public ElementLink<ParrotElement> birbPartying(Vec3d location) {
ElementLink<ParrotElement> link = new ElementLink<>(ParrotElement.class);
@ -566,6 +574,14 @@ public class SceneBuilder {
resolve.ifPresent(tis -> tis.locked = stalled);
});
}
public void changeBeltItemTo(ElementLink<BeltItemElement> link, ItemStack newStack) {
addInstruction(scene -> {
BeltItemElement resolve = scene.resolve(link);
if (resolve != null)
resolve.ifPresent(tis -> tis.stack = newStack);
});
}
public void setKineticSpeed(Selection selection, float speed) {
modifyKineticSpeed(selection, f -> speed);

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@ -0,0 +1,297 @@
package com.simibubi.create.foundation.ponder.content;
import com.simibubi.create.AllItems;
import com.simibubi.create.content.contraptions.relays.belt.transport.TransportedItemStack;
import com.simibubi.create.content.logistics.block.depot.DepotTileEntity;
import com.simibubi.create.foundation.ponder.ElementLink;
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.elements.BeltItemElement;
import com.simibubi.create.foundation.ponder.elements.EntityElement;
import com.simibubi.create.foundation.ponder.elements.InputWindowElement;
import com.simibubi.create.foundation.ponder.elements.ParrotElement;
import com.simibubi.create.foundation.ponder.elements.WorldSectionElement;
import com.simibubi.create.foundation.ponder.instructions.EmitParticlesInstruction.Emitter;
import com.simibubi.create.foundation.utility.Pointing;
import net.minecraft.block.BlockState;
import net.minecraft.block.Blocks;
import net.minecraft.entity.Entity;
import net.minecraft.entity.item.ItemEntity;
import net.minecraft.item.ItemStack;
import net.minecraft.item.Items;
import net.minecraft.particles.ParticleTypes;
import net.minecraft.util.Direction;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Vec3d;
public class FanScenes {
public static void direction(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("fan_direction", "Air flow of Encased Fans");
scene.configureBasePlate(0, 1, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
// scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -f);
scene.idle(5);
scene.world.showSection(util.select.fromTo(3, 1, 0, 3, 1, 5)
.add(util.select.position(3, 2, 4)), Direction.DOWN);
scene.world.showSection(util.select.fromTo(2, 1, 5, 1, 1, 5), Direction.DOWN);
scene.idle(10);
BlockPos fanPos = util.grid.at(1, 1, 4);
scene.world.showSection(util.select.position(fanPos), Direction.SOUTH);
scene.idle(40);
scene.effects.rotationDirectionIndicator(fanPos.south());
ElementLink<ParrotElement> flappyBirb = scene.special.flappyBirb(util.vector.topOf(1, 0, 3));
scene.idle(2);
scene.special.rotateParrot(flappyBirb, 0, 235, 0, 30);
scene.special.moveParrot(flappyBirb, util.vector.of(0, 0, -2.5), 30);
scene.idle(20);
scene.overlay.showText(80)
.text("Encased Fans use Rotational Force to create an Air Current")
.placeNearTarget()
.pointAt(util.vector.topOf(fanPos));
scene.idle(90);
BlockPos leverPos = util.grid.at(3, 2, 4);
Selection reverse = util.select.fromTo(3, 1, 5, 1, 1, 4);
scene.world.toggleRedstonePower(util.select.fromTo(leverPos, leverPos.down()));
scene.effects.indicateRedstone(leverPos);
scene.world.modifyKineticSpeed(reverse, f -> -f);
scene.effects.rotationDirectionIndicator(fanPos.south());
scene.special.rotateParrot(flappyBirb, 0, 215 * 2, 0, 30);
scene.special.moveParrot(flappyBirb, util.vector.of(0, 0, 2.5), 30);
scene.idle(31);
scene.overlay.showText(60)
.text("Strength and Direction of Flow depends on the Rotational Input")
.placeNearTarget()
.pointAt(util.vector.topOf(fanPos));
scene.markAsFinished();
scene.idle(70);
scene.world.toggleRedstonePower(util.select.fromTo(leverPos, leverPos.down()));
scene.effects.indicateRedstone(leverPos);
scene.world.modifyKineticSpeed(reverse, f -> -f);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> 4 * f);
scene.effects.rotationSpeedIndicator(fanPos.south());
scene.special.rotateParrot(flappyBirb, 0, 245 * 4, 0, 30);
scene.special.moveParrot(flappyBirb, util.vector.of(0, 0, -20), 30);
}
public static void processing(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("fan_processing", "Processing Items using Encased Fans");
scene.configureBasePlate(1, 0, 5);
scene.world.showSection(util.select.layer(0)
.substract(util.select.position(0, 0, 4)), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.fromTo(6, 1, 2, 5, 1, 2)
.add(util.select.position(1, 1, 2)), Direction.DOWN);
scene.idle(25);
BlockPos blockPos = util.grid.at(4, 1, 2);
// blasting start
ElementLink<WorldSectionElement> blockInFront =
scene.world.showIndependentSection(util.select.position(3, 1, 0), Direction.SOUTH);
scene.world.moveSection(blockInFront, util.vector.of(1, 0, 2), 0);
scene.world.setBlock(blockPos, Blocks.LAVA.getDefaultState(), false);
scene.idle(10);
scene.overlay.showSelectionWithText(util.select.fromTo(blockPos, blockPos.west(2)), 80)
.colored(PonderPalette.RED)
.text("When passing through lava, the Air Flow becomes Heated");
scene.idle(80);
ItemStack stack = new ItemStack(Items.GOLD_ORE);
ItemStack smelted = new ItemStack(Items.GOLD_INGOT);
ElementLink<EntityElement> entityLink = scene.world.createItemEntity(util.vector.centerOf(blockPos.west(2)
.up(2)), util.vector.of(0, 0.1, 0), stack);
scene.idle(15);
scene.world.modifyEntity(entityLink, e -> e.setMotion(-0.2f, 0, 0));
Vec3d itemVec = util.vector.blockSurface(util.grid.at(1, 1, 2), Direction.EAST)
.add(0.1, 0, 0);
scene.overlay.showControls(new InputWindowElement(itemVec, Pointing.DOWN).withItem(stack), 20);
scene.idle(20);
scene.effects.emitParticles(itemVec.add(0, 0.2f, 0), Emitter.simple(ParticleTypes.LARGE_SMOKE, Vec3d.ZERO), 1,
60);
scene.overlay.showText(80)
.colored(PonderPalette.WHITE)
.pointAt(itemVec)
.placeNearTarget()
.text("Items caught in the area will be smelted");
scene.idle(60);
scene.world.modifyEntities(ItemEntity.class, ie -> ie.setItem(smelted));
scene.idle(40);
scene.overlay.showControls(new InputWindowElement(itemVec, Pointing.DOWN).withItem(smelted), 20);
scene.idle(20);
scene.world.modifyEntities(ItemEntity.class, Entity::remove);
scene.idle(20);
scene.overlay.showText(80)
.colored(PonderPalette.RED)
.pointAt(itemVec)
.placeNearTarget()
.text("Food items thrown here would be incinerated");
scene.idle(40);
// smoking start
BlockState campfire = Blocks.FIRE.getDefaultState();
scene.world.hideIndependentSection(blockInFront, Direction.NORTH);
scene.idle(15);
scene.world.setBlock(util.grid.at(3, 1, 0), campfire, false);
scene.world.setBlock(blockPos, campfire, true);
blockInFront = scene.world.showIndependentSection(util.select.position(3, 1, 0), Direction.NORTH);
scene.world.moveSection(blockInFront, util.vector.of(1, 0, 2), 0);
scene.idle(50);
scene.overlay.showSelectionWithText(util.select.fromTo(blockPos, blockPos.west(2)), 60)
.colored(PonderPalette.BLACK)
.text("Instead, a setup for Smoking using Fire should be used for them");
scene.idle(80);
// washing start
BlockState water = Blocks.WATER.getDefaultState();
scene.world.hideIndependentSection(blockInFront, Direction.NORTH);
scene.idle(15);
scene.world.setBlock(util.grid.at(3, 1, 0), water, false);
scene.world.setBlock(blockPos, water, true);
blockInFront = scene.world.showIndependentSection(util.select.position(3, 1, 0), Direction.NORTH);
scene.world.moveSection(blockInFront, util.vector.of(1, 0, 2), 0);
scene.idle(20);
scene.overlay.showSelectionWithText(util.select.fromTo(blockPos, blockPos.west(2)), 60)
.colored(PonderPalette.MEDIUM)
.text("Air Flows passing through water create a Washing Setup");
scene.idle(70);
stack = AllItems.CRUSHED_GOLD.asStack();
ItemStack washed = new ItemStack(Items.GOLD_NUGGET, 16);
entityLink = scene.world.createItemEntity(util.vector.centerOf(blockPos.west(2)
.up(2)), util.vector.of(0, 0.1, 0), stack);
scene.idle(15);
scene.world.modifyEntity(entityLink, e -> e.setMotion(-0.2f, 0, 0));
scene.overlay.showControls(new InputWindowElement(itemVec, Pointing.DOWN).withItem(stack), 20);
scene.idle(20);
scene.effects.emitParticles(itemVec.add(0, 0.2f, 0), Emitter.simple(ParticleTypes.SPIT, Vec3d.ZERO), 1, 60);
scene.overlay.showText(50)
.colored(PonderPalette.WHITE)
.pointAt(itemVec)
.placeNearTarget()
.text("Some interesting new processing can be done with it");
scene.idle(60);
scene.world.modifyEntities(ItemEntity.class, ie -> ie.setItem(washed));
scene.overlay.showControls(new InputWindowElement(itemVec, Pointing.DOWN).withItem(washed), 20);
scene.idle(20);
scene.world.modifyEntities(ItemEntity.class, Entity::remove);
scene.idle(20);
scene.overlay.showText(100)
.colored(PonderPalette.RED)
.pointAt(util.vector.topOf(blockPos.east()))
.placeNearTarget()
.text("The Speed of the Fan does NOT affect the processing speed, only its range");
scene.world.destroyBlock(util.grid.at(1, 1, 2));
scene.idle(110);
ElementLink<WorldSectionElement> cogs = scene.world.makeSectionIndependent(util.select.fromTo(6, 1, 2, 6, 0, 3)
.add(util.select.fromTo(4, 0, 2, 5, 0, 2)));
scene.world.modifyKineticSpeed(util.select.position(5, 2, 2), f -> f / 3f);
scene.world.moveSection(cogs, util.vector.of(0, 1, 0), 15);
scene.world.moveSection(blockInFront, util.vector.of(0, 1, 0), 15);
scene.world.destroyBlock(blockPos.east());
scene.world.showSection(util.select.position(blockPos.east()
.up()), Direction.DOWN);
scene.world.setBlock(blockPos.up(), Blocks.WATER.getDefaultState(), false);
ItemStack sand = new ItemStack(Items.SAND);
ItemStack clay = new ItemStack(Items.CLAY_BALL);
scene.idle(20);
BlockPos depos = util.grid.at(3, 4, 2);
ElementLink<WorldSectionElement> depot =
scene.world.showIndependentSection(util.select.position(depos), Direction.DOWN);
scene.world.moveSection(depot, util.vector.of(-1, -3, 0), 0);
scene.world.createItemOnBeltLike(depos, Direction.NORTH, sand);
scene.idle(10);
Vec3d depotTop = util.vector.topOf(2, 1, 2)
.add(0, 0.25, 0);
scene.effects.emitParticles(depotTop, Emitter.simple(ParticleTypes.SPIT, Vec3d.ZERO), .5f, 30);
scene.idle(30);
scene.world.modifyTileNBT(util.select.position(depos), DepotTileEntity.class,
nbt -> nbt.put("HeldItem", new TransportedItemStack(clay).serializeNBT()));
scene.effects.emitParticles(depotTop, Emitter.simple(ParticleTypes.SPIT, Vec3d.ZERO), .5f, 30);
scene.overlay.showText(90)
.pointAt(depotTop)
.text("Fan Processing can also be applied to Items on Depots and Belts");
scene.idle(100);
scene.world.moveSection(depot, util.vector.of(-1, 0, 0), 15);
scene.idle(15);
ElementLink<WorldSectionElement> largeCog =
scene.world.showIndependentSection(util.select.position(1, 2, 4), Direction.UP);
ElementLink<WorldSectionElement> belt =
scene.world.showIndependentSection(util.select.fromTo(3, 3, 1, 1, 3, 3), Direction.DOWN);
scene.world.moveSection(largeCog, util.vector.of(-1, -2, 0), 0);
scene.world.moveSection(belt, util.vector.of(-1, -2, 0), 0);
ElementLink<BeltItemElement> transported =
scene.world.createItemOnBelt(util.grid.at(3, 3, 3), Direction.SOUTH, sand);
scene.idle(60);
scene.effects.emitParticles(depotTop, Emitter.simple(ParticleTypes.SPIT, Vec3d.ZERO), .5f, 25);
scene.idle(25);
scene.world.changeBeltItemTo(transported, new ItemStack(Items.CLAY_BALL));
scene.effects.emitParticles(depotTop, Emitter.simple(ParticleTypes.SPIT, Vec3d.ZERO), .5f, 25);
scene.idle(60);
scene.world.setKineticSpeed(util.select.position(1, 2, 4)
.add(util.select.fromTo(3, 3, 1, 1, 3, 3)), 0);
}
public static void source(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("fan_source", "Generating Rotational Force using Encased Fans");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.layer(1), Direction.DOWN);
scene.idle(10);
scene.world.showSection(util.select.layersFrom(2), Direction.DOWN);
scene.idle(10);
BlockPos rightFan = util.grid.at(1, 2, 2);
scene.overlay.showText(80)
.text("Fans facing down into a source of heat can provide Rotational Force")
.placeNearTarget()
.pointAt(util.vector.blockSurface(rightFan, Direction.WEST));
scene.idle(80);
for (BlockPos pos : new BlockPos[] { rightFan, util.grid.at(3, 2, 2) }) {
scene.idle(10);
scene.world.toggleRedstonePower(util.select.position(pos.north()));
scene.effects.indicateRedstone(pos.north());
scene.world.setKineticSpeed(util.select.fromTo(pos, pos.up()), 4);
scene.effects.rotationSpeedIndicator(pos.up());
}
scene.overlay.showText(90)
.text("When given a Redstone Signal, the Fans will start providing power")
.colored(PonderPalette.RED)
.placeNearTarget()
.pointAt(util.vector.blockSurface(rightFan, Direction.WEST));
scene.markAsFinished();
}
}

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@ -41,6 +41,11 @@ public class PonderIndex {
PonderRegistry.addStoryBoard(AllBlocks.CLUTCH, "clutch", KineticsScenes::clutch);
PonderRegistry.addStoryBoard(AllBlocks.GEARSHIFT, "gearshift", KineticsScenes::gearshift);
PonderRegistry.forComponents(AllBlocks.ENCASED_FAN)
.addStoryBoard("fan/direction", FanScenes::direction)
.addStoryBoard("fan/processing", FanScenes::processing)
.addStoryBoard("fan/source", FanScenes::source);
PonderRegistry.addStoryBoard(AllBlocks.CREATIVE_MOTOR, "creative_motor", KineticsScenes::creativeMotor);
PonderRegistry.addStoryBoard(AllBlocks.WATER_WHEEL, "water_wheel", KineticsScenes::waterWheel);
PonderRegistry.addStoryBoard(AllBlocks.HAND_CRANK, "hand_crank", KineticsScenes::handCrank);

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@ -6,6 +6,7 @@ import com.simibubi.create.content.contraptions.base.KineticTileEntity;
import com.simibubi.create.foundation.ponder.PonderScene;
import com.simibubi.create.foundation.ponder.PonderWorld;
import com.simibubi.create.foundation.utility.AngleHelper;
import com.simibubi.create.foundation.utility.AnimationTickHolder;
import com.simibubi.create.foundation.utility.MatrixStacker;
import net.minecraft.client.Minecraft;
@ -42,6 +43,12 @@ public class ParrotElement extends AnimatedSceneElement {
return parrotElement;
}
public static ParrotElement flappy(Vec3d location) {
ParrotElement parrotElement = new ParrotElement(location);
parrotElement.pose = parrotElement.new FlappyPose();
return parrotElement;
}
protected ParrotElement(Vec3d location) {
this.location = location;
}
@ -61,18 +68,19 @@ public class ParrotElement extends AnimatedSceneElement {
if (entity == null)
return;
entity.prevPosX = entity.getX();
entity.prevPosY = entity.getY();
entity.prevPosZ = entity.getZ();
entity.ticksExisted++;
entity.prevRotationYawHead = entity.rotationYawHead;
entity.oFlapSpeed = entity.flapSpeed;
entity.oFlap = entity.flap;
entity.onGround = true;
entity.prevRotationYaw = entity.rotationYaw;
entity.prevRotationPitch = entity.rotationPitch;
pose.tick(scene);
entity.prevPosX = entity.getX();
entity.prevPosY = entity.getY();
entity.prevPosZ = entity.getZ();
entity.prevRotationYaw = entity.rotationYaw;
entity.prevRotationPitch = entity.rotationPitch;
}
public void setPositionOffset(Vec3d position, boolean immediate) {
@ -153,6 +161,28 @@ public class ParrotElement extends AnimatedSceneElement {
}
class FlappyPose extends ParrotPose {
@Override
void create(PonderWorld world) {
super.create(world);
}
@Override
void tick(PonderScene scene) {
double length = entity.getPositionVec()
.subtract(entity.prevPosX, entity.prevPosY, entity.prevPosZ)
.length();
entity.onGround = false;
double phase = Math.min(length * 15, 8);
float f = (float) ((AnimationTickHolder.getTicks() % 100) * phase);
entity.flapSpeed = MathHelper.sin(f) + 1;
if (length == 0)
entity.flapSpeed = 0;
}
}
class SpinOnComponentPose extends ParrotPose {
private BlockPos componentPos;

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