package net.minecraftforge.event.world;

import java.util.ArrayList;

import net.minecraft.block.Block;
import net.minecraft.enchantment.EnchantmentHelper;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.world.World;
import net.minecraftforge.event.Cancelable;
import net.minecraftforge.event.Event;

public class BlockEvent extends Event
{
    public final int x;
    public final int y;
    public final int z;
    public final World world;
    public final Block block;
    public final int blockMetadata;
    public BlockEvent(int x, int y, int z, World world, Block block, int blockMetadata)
    {
        this.x = x;
        this.y = y;
        this.z = z;
        this.world = world;
        this.block = block;
        this.blockMetadata = blockMetadata;
    }

    /**
     * Fired when a block is about to drop it's harvested items. The {@link #drops} array can be amended, as can the {@link #dropChance}.
     * <strong>Note well:</strong> the {@link #harvester} player field is null in a variety of scenarios. Code expecting null.
     *
     * The {@link #dropChance} is used to determine which items in this array will actually drop, compared to a random number. If you wish, you
     * can pre-filter yourself, and set {@link #dropChance} to 1.0f to always drop the contents of the {@link #drops} array.
     *
     * {@link #isSilkTouching} is set if this is considered a silk touch harvesting operation, vs a normal harvesting operation. Act accordingly.
     *
     * @author cpw
     */
    public static class HarvestDropsEvent extends BlockEvent
    {
        public final int fortuneLevel;
        public final ArrayList<ItemStack> drops;
        public final boolean isSilkTouching;
        public float dropChance; // Change to e.g. 1.0f, if you manipulate the list and want to guarantee it always drops
        public final EntityPlayer harvester; // May be null for non-player harvesting such as explosions or machines

        public HarvestDropsEvent(int x, int y, int z, World world, Block block, int blockMetadata, int fortuneLevel, float dropChance, ArrayList<ItemStack> drops, EntityPlayer harvester, boolean isSilkTouching)
        {
            super(x, y, z, world, block, blockMetadata);
            this.fortuneLevel = fortuneLevel;
            this.dropChance = dropChance;
            this.drops = drops;
            this.isSilkTouching = isSilkTouching;
            this.harvester = harvester;
        }
    }

    /**
     * Event that is fired when an Block is about to be broken by a player
     * Canceling this event will prevent the Block from being broken.
     */
    @Cancelable
    public static class BreakEvent extends BlockEvent
    {
        /** Reference to the Player who broke the block. If no player is available, use a EntityFakePlayer */
        private final EntityPlayer player;
        private int exp;

        public BreakEvent(int x, int y, int z, World world, Block block, int blockMetadata, EntityPlayer player)
        {
            super(x, y, z, world, block, blockMetadata);
            this.player = player;

            if (block == null || !player.canHarvestBlock(block) || // Handle empty block or player unable to break block scenario
                    block.canSilkHarvest(world, player, x, y, z, blockMetadata) && EnchantmentHelper.getSilkTouchModifier(player)) // If the block is being silk harvested, the exp dropped is 0
            {
                this.exp = 0;
            }
            else
            {
                int meta = block.getDamageValue(world, x, y, z);
                int bonusLevel = EnchantmentHelper.getFortuneModifier(player);
                this.exp = block.getExpDrop(world, meta, bonusLevel);
            }
        }

        public EntityPlayer getPlayer()
        {
            return player;
        }

        /**
         * Get the experience dropped by the block after the event has processed
         *
         * @return The experience to drop or 0 if the event was canceled
         */
        public int getExpToDrop()
        {
            return this.isCanceled() ? 0 : exp;
        }

        /**
         * Set the amount of experience dropped by the block after the event has processed
         *
         * @param exp 1 or higher to drop experience, else nothing will drop
         */
        public void setExpToDrop(int exp)
        {
            this.exp = exp;
        }
    }
}
