#include "stdafx.h"
#include "net.minecraft.world.entity.player.h"
#include "net.minecraft.world.entity.item.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.h"
#include "net.minecraft.h"
#include "AnvilTile.h"

const unsigned int AnvilTile::ANVIL_NAMES[ANVIL_NAMES_LENGTH] = {	IDS_TILE_ANVIL_INTACT,
													IDS_TILE_ANVIL_SLIGHTLYDAMAGED,
													IDS_TILE_ANVIL_VERYDAMAGED,
												};


wstring AnvilTile::TEXTURE_DAMAGE_NAMES[ANVIL_NAMES_LENGTH] = {
	L"anvil_top", L"anvil_top_damaged_1", L"anvil_top_damaged_2"
};

AnvilTile::AnvilTile(int id) : HeavyTile(id, Material::heavyMetal, isSolidRender() )
{
	part = PART_BASE;
	setLightBlock(0);
	icons = NULL;
}

bool AnvilTile::isCubeShaped()
{
	return false;
}

bool AnvilTile::isSolidRender(bool isServerLevel)
{
	return false;
}

Icon *AnvilTile::getTexture(int face, int data)
{
	if (part == PART_TOP && face == Facing::UP)
	{
		int damage = (data >> 2) % ANVIL_NAMES_LENGTH;
		return icons[damage];
	}
	return icon;
}

void AnvilTile::registerIcons(IconRegister *iconRegister)
{
	icon = iconRegister->registerIcon(L"anvil_base");
	icons = new Icon*[ANVIL_NAMES_LENGTH];

	for (int i = 0; i < ANVIL_NAMES_LENGTH; i++)
	{
		icons[i] = iconRegister->registerIcon(TEXTURE_DAMAGE_NAMES[i]);
	}
}

void AnvilTile::setPlacedBy(Level *level, int x, int y, int z, shared_ptr<Mob> by)
{
	int dir = (Mth::floor(by->yRot * 4 / (360) + 0.5)) & 3;
	int dmg = level->getData(x, y, z) >> 2;

	dir = ++dir % 4;
	if (dir == 0) level->setData(x, y, z, Direction::NORTH | (dmg << 2));
	if (dir == 1) level->setData(x, y, z, Direction::EAST | (dmg << 2));
	if (dir == 2) level->setData(x, y, z, Direction::SOUTH | (dmg << 2));
	if (dir == 3) level->setData(x, y, z, Direction::WEST | (dmg << 2));
}

bool AnvilTile::use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly)
{
	if (level->isClientSide)
	{
		return true;
	}
	player->startRepairing(x, y, z);
	return true;
}

int AnvilTile::getRenderShape()
{
	return SHAPE_ANVIL;
}

int AnvilTile::getSpawnResourcesAuxValue(int data)
{
	return data >> 2;
}

void AnvilTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity)
{
	int dir = level->getData(x, y, z) & 3;

	if (dir == Direction::EAST || dir == Direction::WEST)
	{
		setShape(0, 0, 2 / 16.0f, 1, 1, 1 - 2 / 16.0f);
	}
	else
	{
		setShape(2 / 16.0f, 0, 0, 1 - 2 / 16.0f, 1, 1);
	}
}

void AnvilTile::falling(shared_ptr<FallingTile> entity)
{
	entity->setHurtsEntities(true);
}

void AnvilTile::onLand(Level *level, int xt, int yt, int zt, int data)
{
	level->levelEvent(LevelEvent::SOUND_ANVIL_LAND, xt, yt, zt, 0);
}

bool AnvilTile::shouldRenderFace(LevelSource *level, int x, int y, int z, int face)
{
	return true;
}