package net.minecraft.block;

import java.util.Random;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.BlockFaceShape;
import net.minecraft.block.state.IBlockState;
import net.minecraft.init.Blocks;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;

public class BlockGrassPath extends Block
{
    protected static final AxisAlignedBB GRASS_PATH_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.9375D, 1.0D);

    protected BlockGrassPath()
    {
        super(Material.GROUND);
        this.setLightOpacity(255);
    }

    /**
     * @deprecated call via {@link IBlockState#shouldSideBeRendered(IBlockAccess,BlockPos,EnumFacing)} whenever
     * possible. Implementing/overriding is fine.
     */
    public boolean shouldSideBeRendered(IBlockState blockState, IBlockAccess blockAccess, BlockPos pos, EnumFacing side)
    {
        switch (side)
        {
            case UP:
                return true;

            case NORTH:
            case SOUTH:
            case WEST:
            case EAST:
                IBlockState iblockstate = blockAccess.getBlockState(pos.offset(side));
                Block block = iblockstate.getBlock();
                return !iblockstate.isOpaqueCube() && block != Blocks.FARMLAND && block != Blocks.GRASS_PATH;

            default:
                return super.shouldSideBeRendered(blockState, blockAccess, pos, side);
        }
    }

    /**
     * Called after the block is set in the Chunk data, but before the Tile Entity is set
     */
    public void onBlockAdded(World worldIn, BlockPos pos, IBlockState state)
    {
        super.onBlockAdded(worldIn, pos, state);
        this.updateBlockState(worldIn, pos);
    }

    private void updateBlockState(World worldIn, BlockPos pos)
    {
        if (worldIn.getBlockState(pos.up()).getMaterial().isSolid())
        {
            BlockFarmland.turnToDirt(worldIn, pos);
        }
    }

    /**
     * @deprecated call via {@link IBlockState#getBoundingBox(IBlockAccess,BlockPos)} whenever possible.
     * Implementing/overriding is fine.
     */
    public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos)
    {
        return GRASS_PATH_AABB;
    }

    /**
     * Used to determine ambient occlusion and culling when rebuilding chunks for render
     * @deprecated call via {@link IBlockState#isOpaqueCube()} whenever possible. Implementing/overriding is fine.
     */
    public boolean isOpaqueCube(IBlockState state)
    {
        return false;
    }

    /**
     * @deprecated call via {@link IBlockState#isFullCube()} whenever possible. Implementing/overriding is fine.
     */
    public boolean isFullCube(IBlockState state)
    {
        return false;
    }

    /**
     * Get the Item that this Block should drop when harvested.
     */
    public Item getItemDropped(IBlockState state, Random rand, int fortune)
    {
        return Blocks.DIRT.getItemDropped(Blocks.DIRT.getDefaultState().withProperty(BlockDirt.VARIANT, BlockDirt.DirtType.DIRT), rand, fortune);
    }

    public ItemStack getItem(World worldIn, BlockPos pos, IBlockState state)
    {
        return new ItemStack(this);
    }

    /**
     * Called when a neighboring block was changed and marks that this state should perform any checks during a neighbor
     * change. Cases may include when redstone power is updated, cactus blocks popping off due to a neighboring solid
     * block, etc.
     */
    public void neighborChanged(IBlockState state, World worldIn, BlockPos pos, Block blockIn, BlockPos fromPos)
    {
        super.neighborChanged(state, worldIn, pos, blockIn, fromPos);
        this.updateBlockState(worldIn, pos);
    }

    /**
     * Get the geometry of the queried face at the given position and state. This is used to decide whether things like
     * buttons are allowed to be placed on the face, or how glass panes connect to the face, among other things.
     * <p>
     * Common values are {@code SOLID}, which is the default, and {@code UNDEFINED}, which represents something that
     * does not fit the other descriptions and will generally cause other things not to connect to the face.

     * @return an approximation of the form of the given face
     * @deprecated call via {@link IBlockState#getBlockFaceShape(IBlockAccess,BlockPos,EnumFacing)} whenever possible.
     * Implementing/overriding is fine.
     */
    public BlockFaceShape getBlockFaceShape(IBlockAccess worldIn, IBlockState state, BlockPos pos, EnumFacing face)
    {
        return face == EnumFacing.DOWN ? BlockFaceShape.SOLID : BlockFaceShape.UNDEFINED;
    }
}
