package net.minecraft.block;

import java.util.Random;
import javax.annotation.Nullable;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.BlockFaceShape;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.tileentity.TileEntitySign;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;

public class BlockSign extends BlockContainer
{
    protected static final AxisAlignedBB SIGN_AABB = new AxisAlignedBB(0.25D, 0.0D, 0.25D, 0.75D, 1.0D, 0.75D);

    protected BlockSign()
    {
        super(Material.WOOD);
    }

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

    @Nullable

    /**
     * @deprecated call via {@link IBlockState#getCollisionBoundingBox(IBlockAccess,BlockPos)} whenever possible.
     * Implementing/overriding is fine.
     */
    public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, IBlockAccess worldIn, BlockPos pos)
    {
        return NULL_AABB;
    }

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

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

    /**
     * Determines if an entity can path through this block
     */
    public boolean isPassable(IBlockAccess worldIn, BlockPos pos)
    {
        return true;
    }

    /**
     * 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;
    }

    /**
     * Return true if an entity can be spawned inside the block (used to get the player's bed spawn location)
     */
    public boolean canSpawnInBlock()
    {
        return true;
    }

    /**
     * Returns a new instance of a block's tile entity class. Called on placing the block.
     */
    public TileEntity createNewTileEntity(World worldIn, int meta)
    {
        return new TileEntitySign();
    }

    /**
     * Get the Item that this Block should drop when harvested.
     */
    public Item getItemDropped(IBlockState state, Random rand, int fortune)
    {
        return Items.SIGN;
    }

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

    /**
     * Called when the block is right clicked by a player.
     */
    public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ)
    {
        if (worldIn.isRemote)
        {
            return true;
        }
        else
        {
            TileEntity tileentity = worldIn.getTileEntity(pos);
            return tileentity instanceof TileEntitySign ? ((TileEntitySign)tileentity).executeCommand(playerIn) : false;
        }
    }

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