package net.minecraft.src;

import java.util.Random;

public abstract class BlockBasePressurePlate extends Block
{
    private String pressurePlateIconName;

    protected BlockBasePressurePlate(int par1, String par2Str, Material par3Material)
    {
        super(par1, par3Material);
        this.pressurePlateIconName = par2Str;
        this.setCreativeTab(CreativeTabs.tabRedstone);
        this.setTickRandomly(true);
        this.func_94353_c_(this.getMetaFromWeight(15));
    }

    /**
     * Updates the blocks bounds based on its current state. Args: world, x, y, z
     */
    public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
        this.func_94353_c_(par1IBlockAccess.getBlockMetadata(par2, par3, par4));
    }

    protected void func_94353_c_(int par1)
    {
        boolean var2 = this.getPowerSupply(par1) > 0;
        float var3 = 0.0625F;

        if (var2)
        {
            this.setBlockBounds(var3, 0.0F, var3, 1.0F - var3, 0.03125F, 1.0F - var3);
        }
        else
        {
            this.setBlockBounds(var3, 0.0F, var3, 1.0F - var3, 0.0625F, 1.0F - var3);
        }
    }

    /**
     * How many world ticks before ticking
     */
    public int tickRate(World par1World)
    {
        return 20;
    }

    /**
     * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been
     * cleared to be reused)
     */
    public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
    {
        return null;
    }

    /**
     * Is this block (a) opaque and (b) a full 1m cube?  This determines whether or not to render the shared face of two
     * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
     */
    public boolean isOpaqueCube()
    {
        return false;
    }

    /**
     * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
     */
    public boolean renderAsNormalBlock()
    {
        return false;
    }

    public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
        return true;
    }

    /**
     * Checks to see if its valid to put this block at the specified coordinates. Args: world, x, y, z
     */
    public boolean canPlaceBlockAt(World par1World, int par2, int par3, int par4)
    {
        return par1World.doesBlockHaveSolidTopSurface(par2, par3 - 1, par4) || BlockFence.isIdAFence(par1World.getBlockId(par2, par3 - 1, par4));
    }

    /**
     * Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are
     * their own) Args: x, y, z, neighbor blockID
     */
    public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)
    {
        boolean var6 = false;

        if (!par1World.doesBlockHaveSolidTopSurface(par2, par3 - 1, par4) && !BlockFence.isIdAFence(par1World.getBlockId(par2, par3 - 1, par4)))
        {
            var6 = true;
        }

        if (var6)
        {
            this.dropBlockAsItem(par1World, par2, par3, par4, par1World.getBlockMetadata(par2, par3, par4), 0);
            par1World.setBlockToAir(par2, par3, par4);
        }
    }

    /**
     * Ticks the block if it's been scheduled
     */
    public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random)
    {
        if (!par1World.isRemote)
        {
            int var6 = this.getPowerSupply(par1World.getBlockMetadata(par2, par3, par4));

            if (var6 > 0)
            {
                this.setStateIfMobInteractsWithPlate(par1World, par2, par3, par4, var6);
            }
        }
    }

    /**
     * Triggered whenever an entity collides with this block (enters into the block). Args: world, x, y, z, entity
     */
    public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity)
    {
        if (!par1World.isRemote)
        {
            int var6 = this.getPowerSupply(par1World.getBlockMetadata(par2, par3, par4));

            if (var6 == 0)
            {
                this.setStateIfMobInteractsWithPlate(par1World, par2, par3, par4, var6);
            }
        }
    }

    /**
     * Checks if there are mobs on the plate. If a mob is on the plate and it is off, it turns it on, and vice versa.
     */
    protected void setStateIfMobInteractsWithPlate(World par1World, int par2, int par3, int par4, int par5)
    {
        int var6 = this.getPlateState(par1World, par2, par3, par4);
        boolean var7 = par5 > 0;
        boolean var8 = var6 > 0;

        if (par5 != var6)
        {
            par1World.setBlockMetadataWithNotify(par2, par3, par4, this.getMetaFromWeight(var6), 2);
            this.func_94354_b_(par1World, par2, par3, par4);
            par1World.markBlockRangeForRenderUpdate(par2, par3, par4, par2, par3, par4);
        }

        if (!var8 && var7)
        {
            par1World.playSoundEffect((double)par2 + 0.5D, (double)par3 + 0.1D, (double)par4 + 0.5D, "random.click", 0.3F, 0.5F);
        }
        else if (var8 && !var7)
        {
            par1World.playSoundEffect((double)par2 + 0.5D, (double)par3 + 0.1D, (double)par4 + 0.5D, "random.click", 0.3F, 0.6F);
        }

        if (var8)
        {
            par1World.scheduleBlockUpdate(par2, par3, par4, this.blockID, this.tickRate(par1World));
        }
    }

    protected AxisAlignedBB getSensitiveAABB(int par1, int par2, int par3)
    {
        float var4 = 0.125F;
        return AxisAlignedBB.getAABBPool().getAABB((double)((float)par1 + var4), (double)par2, (double)((float)par3 + var4), (double)((float)(par1 + 1) - var4), (double)par2 + 0.25D, (double)((float)(par3 + 1) - var4));
    }

    /**
     * Called on server worlds only when the block has been replaced by a different block ID, or the same block with a
     * different metadata value, but before the new metadata value is set. Args: World, x, y, z, old block ID, old
     * metadata
     */
    public void breakBlock(World par1World, int par2, int par3, int par4, int par5, int par6)
    {
        if (this.getPowerSupply(par6) > 0)
        {
            this.func_94354_b_(par1World, par2, par3, par4);
        }

        super.breakBlock(par1World, par2, par3, par4, par5, par6);
    }

    protected void func_94354_b_(World par1World, int par2, int par3, int par4)
    {
        par1World.notifyBlocksOfNeighborChange(par2, par3, par4, this.blockID);
        par1World.notifyBlocksOfNeighborChange(par2, par3 - 1, par4, this.blockID);
    }

    /**
     * Returns true if the block is emitting indirect/weak redstone power on the specified side. If isBlockNormalCube
     * returns true, standard redstone propagation rules will apply instead and this will not be called. Args: World, X,
     * Y, Z, side. Note that the side is reversed - eg it is 1 (up) when checking the bottom of the block.
     */
    public int isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
    {
        return this.getPowerSupply(par1IBlockAccess.getBlockMetadata(par2, par3, par4));
    }

    /**
     * Returns true if the block is emitting direct/strong redstone power on the specified side. Args: World, X, Y, Z,
     * side. Note that the side is reversed - eg it is 1 (up) when checking the bottom of the block.
     */
    public int isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
    {
        return par5 == 1 ? this.getPowerSupply(par1IBlockAccess.getBlockMetadata(par2, par3, par4)) : 0;
    }

    /**
     * Can this block provide power. Only wire currently seems to have this change based on its state.
     */
    public boolean canProvidePower()
    {
        return true;
    }

    /**
     * Sets the block's bounds for rendering it as an item
     */
    public void setBlockBoundsForItemRender()
    {
        float var1 = 0.5F;
        float var2 = 0.125F;
        float var3 = 0.5F;
        this.setBlockBounds(0.5F - var1, 0.5F - var2, 0.5F - var3, 0.5F + var1, 0.5F + var2, 0.5F + var3);
    }

    /**
     * Returns the mobility information of the block, 0 = free, 1 = can't push but can move over, 2 = total immobility
     * and stop pistons
     */
    public int getMobilityFlag()
    {
        return 1;
    }

    /**
     * Returns the current state of the pressure plate. Returns a value between 0 and 15 based on the number of items on
     * it.
     */
    protected abstract int getPlateState(World var1, int var2, int var3, int var4);

    /**
     * Argument is metadata. Returns power level (0-15)
     */
    protected abstract int getPowerSupply(int var1);

    /**
     * Argument is weight (0-15). Return the metadata to be set because of it.
     */
    protected abstract int getMetaFromWeight(int var1);

    /**
     * When this method is called, your block should register all the icons it needs with the given IconRegister. This
     * is the only chance you get to register icons.
     */
    public void registerIcons(IconRegister par1IconRegister)
    {
        this.blockIcon = par1IconRegister.registerIcon(this.pressurePlateIconName);
    }
}
