package net.minecraft.block;

import net.minecraft.block.material.MapColor;
import net.minecraft.block.material.Material;
import net.minecraft.block.properties.IProperty;
import net.minecraft.block.properties.PropertyEnum;
import net.minecraft.block.state.BlockFaceShape;
import net.minecraft.block.state.BlockStateContainer;
import net.minecraft.block.state.IBlockState;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.EnumDyeColor;
import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.NonNullList;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;

public class BlockCarpet extends Block
{
    public static final PropertyEnum<EnumDyeColor> COLOR = PropertyEnum.<EnumDyeColor>create("color", EnumDyeColor.class);
    protected static final AxisAlignedBB CARPET_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.0625D, 1.0D);

    protected BlockCarpet()
    {
        super(Material.CARPET);
        this.setDefaultState(this.blockState.getBaseState().withProperty(COLOR, EnumDyeColor.WHITE));
        this.setTickRandomly(true);
        this.setCreativeTab(CreativeTabs.DECORATIONS);
    }

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

    /**
     * Get the MapColor for this Block and the given BlockState
     * @deprecated call via {@link IBlockState#getMapColor(IBlockAccess,BlockPos)} whenever possible.
     * Implementing/overriding is fine.
     */
    public MapColor getMapColor(IBlockState state, IBlockAccess worldIn, BlockPos pos)
    {
        return MapColor.getBlockColor((EnumDyeColor)state.getValue(COLOR));
    }

    /**
     * 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;
    }

    /**
     * Checks if this block can be placed exactly at the given position.
     */
    public boolean canPlaceBlockAt(World worldIn, BlockPos pos)
    {
        return super.canPlaceBlockAt(worldIn, pos) && this.canBlockStay(worldIn, pos);
    }

    /**
     * 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)
    {
        this.checkForDrop(worldIn, pos, state);
    }

    private boolean checkForDrop(World worldIn, BlockPos pos, IBlockState state)
    {
        if (!this.canBlockStay(worldIn, pos))
        {
            this.dropBlockAsItem(worldIn, pos, state, 0);
            worldIn.setBlockToAir(pos);
            return false;
        }
        else
        {
            return true;
        }
    }

    private boolean canBlockStay(World worldIn, BlockPos pos)
    {
        return !worldIn.isAirBlock(pos.down());
    }

    /**
     * @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)
    {
        if (side == EnumFacing.UP)
        {
            return true;
        }
        else
        {
            return blockAccess.getBlockState(pos.offset(side)).getBlock() == this ? true : super.shouldSideBeRendered(blockState, blockAccess, pos, side);
        }
    }

    /**
     * Gets the metadata of the item this Block can drop. This method is called when the block gets destroyed. It
     * returns the metadata of the dropped item based on the old metadata of the block.
     */
    public int damageDropped(IBlockState state)
    {
        return ((EnumDyeColor)state.getValue(COLOR)).getMetadata();
    }

    /**
     * returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks)
     */
    public void getSubBlocks(CreativeTabs itemIn, NonNullList<ItemStack> items)
    {
        for (int i = 0; i < 16; ++i)
        {
            items.add(new ItemStack(this, 1, i));
        }
    }

    /**
     * Convert the given metadata into a BlockState for this Block
     */
    public IBlockState getStateFromMeta(int meta)
    {
        return this.getDefaultState().withProperty(COLOR, EnumDyeColor.byMetadata(meta));
    }

    /**
     * Convert the BlockState into the correct metadata value
     */
    public int getMetaFromState(IBlockState state)
    {
        return ((EnumDyeColor)state.getValue(COLOR)).getMetadata();
    }

    protected BlockStateContainer createBlockState()
    {
        return new BlockStateContainer(this, new IProperty[] {COLOR});
    }

    /**
     * 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;
    }
}
