package net.minecraft.block;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import java.util.List;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.Entity;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemLeash;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;

public class BlockFence extends Block
{
    private final String field_94464_a;

    public BlockFence(int par1, String par2Str, Material par3Material)
    {
        super(par1, par3Material);
        this.field_94464_a = par2Str;
        this.setCreativeTab(CreativeTabs.tabDecorations);
    }

    /**
     * Adds all intersecting collision boxes to a list. (Be sure to only add boxes to the list if they intersect the
     * mask.) Parameters: World, X, Y, Z, mask, list, colliding entity
     */
    public void addCollisionBoxesToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)
    {
        boolean flag = this.canConnectFenceTo(par1World, par2, par3, par4 - 1);
        boolean flag1 = this.canConnectFenceTo(par1World, par2, par3, par4 + 1);
        boolean flag2 = this.canConnectFenceTo(par1World, par2 - 1, par3, par4);
        boolean flag3 = this.canConnectFenceTo(par1World, par2 + 1, par3, par4);
        float f = 0.375F;
        float f1 = 0.625F;
        float f2 = 0.375F;
        float f3 = 0.625F;

        if (flag)
        {
            f2 = 0.0F;
        }

        if (flag1)
        {
            f3 = 1.0F;
        }

        if (flag || flag1)
        {
            this.setBlockBounds(f, 0.0F, f2, f1, 1.5F, f3);
            super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity);
        }

        f2 = 0.375F;
        f3 = 0.625F;

        if (flag2)
        {
            f = 0.0F;
        }

        if (flag3)
        {
            f1 = 1.0F;
        }

        if (flag2 || flag3 || !flag && !flag1)
        {
            this.setBlockBounds(f, 0.0F, f2, f1, 1.5F, f3);
            super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity);
        }

        if (flag)
        {
            f2 = 0.0F;
        }

        if (flag1)
        {
            f3 = 1.0F;
        }

        this.setBlockBounds(f, 0.0F, f2, f1, 1.0F, f3);
    }

    /**
     * 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)
    {
        boolean flag = this.canConnectFenceTo(par1IBlockAccess, par2, par3, par4 - 1);
        boolean flag1 = this.canConnectFenceTo(par1IBlockAccess, par2, par3, par4 + 1);
        boolean flag2 = this.canConnectFenceTo(par1IBlockAccess, par2 - 1, par3, par4);
        boolean flag3 = this.canConnectFenceTo(par1IBlockAccess, par2 + 1, par3, par4);
        float f = 0.375F;
        float f1 = 0.625F;
        float f2 = 0.375F;
        float f3 = 0.625F;

        if (flag)
        {
            f2 = 0.0F;
        }

        if (flag1)
        {
            f3 = 1.0F;
        }

        if (flag2)
        {
            f = 0.0F;
        }

        if (flag3)
        {
            f1 = 1.0F;
        }

        this.setBlockBounds(f, 0.0F, f2, f1, 1.0F, f3);
    }

    /**
     * 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 false;
    }

    /**
     * The type of render function that is called for this block
     */
    public int getRenderType()
    {
        return 11;
    }

    /**
     * Returns true if the specified block can be connected by a fence
     */
    public boolean canConnectFenceTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
        int l = par1IBlockAccess.getBlockId(par2, par3, par4);

        if (l != this.blockID && l != Block.fenceGate.blockID)
        {
            Block block = Block.blocksList[l];
            return block != null && block.blockMaterial.isOpaque() && block.renderAsNormalBlock() ? block.blockMaterial != Material.pumpkin : false;
        }
        else
        {
            return true;
        }
    }

    public static boolean isIdAFence(int par0)
    {
        return par0 == Block.fence.blockID || par0 == Block.netherFence.blockID;
    }

    @SideOnly(Side.CLIENT)

    /**
     * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given
     * coordinates.  Args: blockAccess, x, y, z, side
     */
    public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
    {
        return true;
    }

    @SideOnly(Side.CLIENT)

    /**
     * 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.field_94464_a);
    }

    /**
     * Called upon block activation (right click on the block.)
     */
    public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)
    {
        return par1World.isRemote ? true : ItemLeash.func_135066_a(par5EntityPlayer, par1World, par2, par3, par4);
    }
}
