// Created by Lofi Girl. This code is like lofi beats: made to chill, not to steal ;)
import{system,world,ItemStack,BlockPermutation}from"@minecraft/server";import{ActionFormData}from"@minecraft/server-ui";export class WallComponent{constructor(){this.beforeOnPlayerPlace=this.beforeOnPlayerPlace.bind(this);this.onPlayerBreak=this.onPlayerBreak.bind(this);this.wallId="lfg_ff:wall"
this.MaxPaintedBlocksOnce=2500}
variantChanger(e){const smallBrush=e.smallBrush
const variantPicker=e.variantPicker
const block=e.block;const variant=block.permutation.getState("lfg_ff:variant");const player=e.player;let selectedSlot=player.selectedSlotIndex;let handItem=player.getComponent("inventory").container.getItem(selectedSlot);if(handItem){if(handItem.typeId=="lfg_ff:color_brush"||handItem.typeId=="lfg_ff:variant_selector_small"){if(player.hasTag("lfg_ff:color_brush:cooldown"))return
let newVariant=variant==10?1:variant+1
if(variantPicker!==null)newVariant=variantPicker
block.setPermutation(block.permutation.withState("lfg_ff:variant",newVariant).withState("lfg_ff:in_update",true));system.runTimeout(()=>{try{block.setPermutation(block.permutation.withState("lfg_ff:variant",newVariant).withState("lfg_ff:in_update",false));}catch(e){}},1)
block.dimension.runCommand(`playsound sign.ink_sac.use @a ${block.location.x} ${block.location.y} ${block.location.z}`)
if(!smallBrush){handItem.getComponent('cooldown').startCooldown(player);player.addTag("lfg_ff:color_brush:cooldown")
system.runTimeout(()=>{player.removeTag("lfg_ff:color_brush:cooldown")},10)
this.expendPaint(block,newVariant)}
return;}}}
onPlayerBreak(e){const block=e.block;const brokenBlockPermutation=e.brokenBlockPermutation
system.runTimeout(()=>{this.updateAllwall(block)},1)}
beforeOnPlayerPlace(e){const block=e.block;const permutationToPlace=e.permutationToPlace;const upBlock=this.getNeighborBlock(block,"up",true);const downBlock=this.getNeighborBlock(block,"down",true);const newModuleAndDir=this.getUpdatedModuleAndDirection(upBlock,downBlock,block);e.permutationToPlace=permutationToPlace.withState("lfg_ff:variant",this.getPlacementVariant(block)).withState('lfg_ff:module',newModuleAndDir.module)
system.runTimeout(()=>{this.updateAllwall(block)},1)}
getPlacementVariant(block){const adjacentPositions=["south","north","east","west","up","down"];const adjacentBlocks=adjacentPositions.map(pos=>this.getNeighborBlock(block,pos,true)).filter(Boolean);const variantCount={};for(const adjacentBlock of adjacentBlocks){const variant=this.getVariant(adjacentBlock);if(variant!==undefined){variantCount[variant]=(variantCount[variant]||0)+1;}}
let placementVar=1;let maxCount=0;for(const[variant,count]of Object.entries(variantCount)){if(count>maxCount){maxCount=count;placementVar=parseInt(variant,10);}}
return placementVar;}
getModule(block){return block.permutation.getState("lfg_ff:module")}
getVariant(block){return block.permutation.getState("lfg_ff:variant")}
getNeighborBlock(block,side,filterwall){let neighborBlock=null
if(side=="up")
neighborBlock=block.above()
else if(side=="down")
neighborBlock=block.below()
else if(side=="south")
neighborBlock=block.south()
else if(side=="north")
neighborBlock=block.north()
else if(side=="east")
neighborBlock=block.east()
else if(side=="west")
neighborBlock=block.west()
if(filterwall)
return neighborBlock.typeId==this.wallId?neighborBlock:null;else
return neighborBlock}
expendPaint(block,newVariant,updatedPaintedBlocks=new Set()){const blockLocationKey=`${block.location.x},${block.location.y},${block.location.z}`;if(updatedPaintedBlocks.has(blockLocationKey)){return;}
updatedPaintedBlocks.add(blockLocationKey);const upBlock=this.getNeighborBlock(block,"up",true);const downBlock=this.getNeighborBlock(block,"down",true);const leftBlock=this.getNeighborBlock(block,"west",true);const rightBlock=this.getNeighborBlock(block,"east",true);const frontBlock=this.getNeighborBlock(block,"south",true);const backBlock=this.getNeighborBlock(block,"north",true);const allwalls=[];if(upBlock)allwalls.push(upBlock)
if(downBlock)allwalls.push(downBlock)
if(rightBlock)allwalls.push(rightBlock)
if(leftBlock)allwalls.push(leftBlock)
if(frontBlock)allwalls.push(frontBlock)
if(backBlock)allwalls.push(backBlock)
for(const expendedwall of allwalls){const expendedVariant=this.getVariant(expendedwall);if(expendedVariant==newVariant)continue;system.runTimeout(()=>{if(expendedVariant!==newVariant&&expendedwall.permutation.getState("lfg_ff:in_update")==false){try{if(updatedPaintedBlocks.size<this.MaxPaintedBlocksOnce){expendedwall.setPermutation(expendedwall.permutation.withState("lfg_ff:variant",newVariant).withState("lfg_ff:in_update",true));system.runTimeout(()=>{try{expendedwall.setPermutation(expendedwall.permutation.withState("lfg_ff:variant",newVariant).withState("lfg_ff:in_update",false));}catch(e){}},2)
this.expendPaint(expendedwall,newVariant,updatedPaintedBlocks);}}catch(e){}}},1);}}
updateAllwall(block){const upBlock=this.getNeighborBlock(block,"up",true);const downBlock=this.getNeighborBlock(block,"down",true);const allwalls=[];if(upBlock)allwalls.push(upBlock)
if(downBlock)allwalls.push(downBlock)
if(block.typeId==this.wallId)allwalls.push(block)
for(const expendedwall of allwalls){const expUpBlock=this.getNeighborBlock(expendedwall,"up",true);const expDownBlock=this.getNeighborBlock(expendedwall,"down",true);const expNewModuleAndDir=this.getUpdatedModuleAndDirection(expUpBlock,expDownBlock,expendedwall);expendedwall.setPermutation(expendedwall.permutation.withState('lfg_ff:module',expNewModuleAndDir.module));}}
getUpdatedModuleAndDirection(upBlock,downBlock,block){const walls=[]
const allBlocks=[upBlock,downBlock]
allBlocks.forEach((b)=>{if(!b)return;walls.push(b)})
if(!walls.includes(upBlock))upBlock=null
if(!walls.includes(downBlock))downBlock=null
if(!upBlock&&!downBlock)return{module:"normal"}
if(upBlock&&downBlock){return{module:"center"}}else if(upBlock){const below=block.below()
if(below.typeId.includes("glass")||below.typeId.includes("window")||below.isAir){return{module:"center"}}
return{module:"bottom"}}else if(downBlock){return{module:"top"}}}}