<?php

/*
 *
 *  ____            _        _   __  __ _                  __  __ ____
 * |  _ \ ___   ___| | _____| |_|  \/  (_)_ __   ___      |  \/  |  _ \
 * | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
 * |  __/ (_) | (__|   <  __/ |_| |  | | | | | |  __/_____| |  | |  __/
 * |_|   \___/ \___|_|\_\___|\__|_|  |_|_|_| |_|\___|     |_|  |_|_|
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU Lesser General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * @author PocketMine Team
 * @link http://www.pocketmine.net/
 *
 *
*/

declare(strict_types=1);

namespace pocketmine\block;

use pocketmine\entity\object\FallingBlock;
use pocketmine\inventory\AnvilInventory;
use pocketmine\item\Item;
use pocketmine\item\TieredTool;
use pocketmine\math\AxisAlignedBB;
use pocketmine\math\Vector3;
use pocketmine\network\mcpe\protocol\LevelEventPacket;
use pocketmine\Player;

class Anvil extends Fallable{

	public const TYPE_NORMAL = 0;
	public const TYPE_SLIGHTLY_DAMAGED = 4;
	public const TYPE_VERY_DAMAGED = 8;

	protected $id = self::ANVIL;

	public function __construct(int $meta = 0){
		$this->meta = $meta;
	}

	public function isTransparent() : bool{
		return true;
	}

	public function getHardness() : float{
		return 5;
	}

	public function getBlastResistance() : float{
		return 6000;
	}

	public function getVariantBitmask() : int{
		return 0x0c;
	}

	public function getName() : string{
		static $names = [
			self::TYPE_NORMAL => "Anvil",
			self::TYPE_SLIGHTLY_DAMAGED => "Slightly Damaged Anvil",
			self::TYPE_VERY_DAMAGED => "Very Damaged Anvil"
		];
		return $names[$this->getVariant()] ?? "Anvil";
	}

	public function getToolType() : int{
		return BlockToolType::TYPE_PICKAXE;
	}

	public function getToolHarvestLevel() : int{
		return TieredTool::TIER_WOODEN;
	}

	public function recalculateBoundingBox() : ?AxisAlignedBB{
		$inset = 0.125;

		if(($this->meta & 0x01) !== 0){ //east/west
			return new AxisAlignedBB(
				$this->x,
				$this->y,
				$this->z + $inset,
				$this->x + 1,
				$this->y + 1,
				$this->z + 1 - $inset
			);
		}else{
			return new AxisAlignedBB(
				$this->x + $inset,
				$this->y,
				$this->z,
				$this->x + 1 - $inset,
				$this->y + 1,
				$this->z + 1
			);
		}
	}

	public function onActivate(Item $item, Player $player = null) : bool{
		if($player instanceof Player){
			$player->addWindow(new AnvilInventory($this));
		}

		return true;
	}

	public function place(Item $item, Block $blockReplace, Block $blockClicked, int $face, Vector3 $clickVector, Player $player = null) : bool{
		$direction = ($player !== null ? $player->getDirection() : 0) & 0x03;
		$this->meta = $this->getVariant() | $direction;
		return $this->getLevelNonNull()->setBlock($blockReplace, $this, true, true);
	}

	public function onEndFalling(FallingBlock $fallingBlock) : Block{
		$fallDistance = ceil($fallingBlock->fallDistance - 1);

		$this->level->broadcastLevelEvent($this, LevelEventPacket::EVENT_SOUND_ANVIL_FALL);

		if($fallingBlock->random->nextFloat() < (0.05 + $fallDistance * 0.05)){
			$direction = $this->meta & 3;
			$type = $this->meta - $direction;

			if($type === Anvil::TYPE_NORMAL){
				$type = Anvil::TYPE_SLIGHTLY_DAMAGED;
			}elseif($type === Anvil::TYPE_SLIGHTLY_DAMAGED){
				$type = Anvil::TYPE_VERY_DAMAGED;
			}else{
				$this->level->broadcastLevelEvent($this, LevelEventPacket::EVENT_SOUND_ANVIL_BREAK);

				return new Air();
			}

			return new Anvil($direction | $type);
		}

		return $this;
	}
}
