package net.minecraft.block;
import java.util.Random;
import net.minecraft.block.material.Material;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
public class BlockFlowing extends BlockFluid
{
/**
* Number of horizontally adjacent liquid source blocks. Diagonal doesn't count. Only source blocks of the same
* liquid as the block using the field are counted.
*/
int numAdjacentSources = 0;
/**
* Indicates whether the flow direction is optimal. Each array index corresponds to one of the four cardinal
* directions.
*/
boolean[] isOptimalFlowDirection = new boolean[4];
/**
* The estimated cost to flow in a given direction from the current point. Each array index corresponds to one of
* the four cardinal directions.
*/
int[] flowCost = new int[4];
protected BlockFlowing(int par1, Material par2Material)
{
super(par1, par2Material);
}
/**
* Updates the flow for the BlockFlowing object.
*/
private void updateFlow(World par1World, int par2, int par3, int par4)
{
int l = par1World.getBlockMetadata(par2, par3, par4);
par1World.setBlock(par2, par3, par4, this.blockID + 1, l, 2);
}
public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
{
return this.blockMaterial != Material.lava;
}
/**
* Ticks the block if it's been scheduled
*/
public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random)
{
int l = this.getFlowDecay(par1World, par2, par3, par4);
byte b0 = 1;
if (this.blockMaterial == Material.lava && !par1World.provider.isHellWorld)
{
b0 = 2;
}
boolean flag = true;
int i1;
if (l > 0)
{
byte b1 = -100;
this.numAdjacentSources = 0;
int j1 = this.getSmallestFlowDecay(par1World, par2 - 1, par3, par4, b1);
j1 = this.getSmallestFlowDecay(par1World, par2 + 1, par3, par4, j1);
j1 = this.getSmallestFlowDecay(par1World, par2, par3, par4 - 1, j1);
j1 = this.getSmallestFlowDecay(par1World, par2, par3, par4 + 1, j1);
i1 = j1 + b0;
if (i1 >= 8 || j1 < 0)
{
i1 = -1;
}
if (this.getFlowDecay(par1World, par2, par3 + 1, par4) >= 0)
{
int k1 = this.getFlowDecay(par1World, par2, par3 + 1, par4);
if (k1 >= 8)
{
i1 = k1;
}
else
{
i1 = k1 + 8;
}
}
if (this.numAdjacentSources >= 2 && this.blockMaterial == Material.water)
{
if (par1World.getBlockMaterial(par2, par3 - 1, par4).isSolid())
{
i1 = 0;
}
else if (par1World.getBlockMaterial(par2, par3 - 1, par4) == this.blockMaterial && par1World.getBlockMetadata(par2, par3 - 1, par4) == 0)
{
i1 = 0;
}
}
if (this.blockMaterial == Material.lava && l < 8 && i1 < 8 && i1 > l && par5Random.nextInt(4) != 0)
{
i1 = l;
flag = false;
}
if (i1 == l)
{
if (flag)
{
this.updateFlow(par1World, par2, par3, par4);
}
}
else
{
l = i1;
if (i1 < 0)
{
par1World.setBlockToAir(par2, par3, par4);
}
else
{
par1World.setBlockMetadataWithNotify(par2, par3, par4, i1, 2);
par1World.scheduleBlockUpdate(par2, par3, par4, this.blockID, this.tickRate(par1World));
par1World.notifyBlocksOfNeighborChange(par2, par3, par4, this.blockID);
}
}
}
else
{
this.updateFlow(par1World, par2, par3, par4);
}
if (this.liquidCanDisplaceBlock(par1World, par2, par3 - 1, par4))
{
if (this.blockMaterial == Material.lava && par1World.getBlockMaterial(par2, par3 - 1, par4) == Material.water)
{
par1World.setBlock(par2, par3 - 1, par4, Block.stone.blockID);
this.triggerLavaMixEffects(par1World, par2, par3 - 1, par4);
return;
}
if (l >= 8)
{
this.flowIntoBlock(par1World, par2, par3 - 1, par4, l);
}
else
{
this.flowIntoBlock(par1World, par2, par3 - 1, par4, l + 8);
}
}
else if (l >= 0 && (l == 0 || this.blockBlocksFlow(par1World, par2, par3 - 1, par4)))
{
boolean[] aboolean = this.getOptimalFlowDirections(par1World, par2, par3, par4);
i1 = l + b0;
if (l >= 8)
{
i1 = 1;
}
if (i1 >= 8)
{
return;
}
if (aboolean[0])
{
this.flowIntoBlock(par1World, par2 - 1, par3, par4, i1);
}
if (aboolean[1])
{
this.flowIntoBlock(par1World, par2 + 1, par3, par4, i1);
}
if (aboolean[2])
{
this.flowIntoBlock(par1World, par2, par3, par4 - 1, i1);
}
if (aboolean[3])
{
this.flowIntoBlock(par1World, par2, par3, par4 + 1, i1);
}
}
}
/**
* flowIntoBlock(World world, int x, int y, int z, int newFlowDecay) - Flows into the block at the coordinates and
* changes the block type to the liquid.
*/
private void flowIntoBlock(World par1World, int par2, int par3, int par4, int par5)
{
if (this.liquidCanDisplaceBlock(par1World, par2, par3, par4))
{
int i1 = par1World.getBlockId(par2, par3, par4);
if (i1 > 0)
{
if (this.blockMaterial == Material.lava)
{
this.triggerLavaMixEffects(par1World, par2, par3, par4);
}
else
{
Block.blocksList[i1].dropBlockAsItem(par1World, par2, par3, par4, par1World.getBlockMetadata(par2, par3, par4), 0);
}
}
par1World.setBlock(par2, par3, par4, this.blockID, par5, 3);
}
}
/**
* calculateFlowCost(World world, int x, int y, int z, int accumulatedCost, int previousDirectionOfFlow) - Used to
* determine the path of least resistance, this method returns the lowest possible flow cost for the direction of
* flow indicated. Each necessary horizontal flow adds to the flow cost.
*/
private int calculateFlowCost(World par1World, int par2, int par3, int par4, int par5, int par6)
{
int j1 = 1000;
for (int k1 = 0; k1 < 4; ++k1)
{
if ((k1 != 0 || par6 != 1) && (k1 != 1 || par6 != 0) && (k1 != 2 || par6 != 3) && (k1 != 3 || par6 != 2))
{
int l1 = par2;
int i2 = par4;
if (k1 == 0)
{
l1 = par2 - 1;
}
if (k1 == 1)
{
++l1;
}
if (k1 == 2)
{
i2 = par4 - 1;
}
if (k1 == 3)
{
++i2;
}
if (!this.blockBlocksFlow(par1World, l1, par3, i2) && (par1World.getBlockMaterial(l1, par3, i2) != this.blockMaterial || par1World.getBlockMetadata(l1, par3, i2) != 0))
{
if (!this.blockBlocksFlow(par1World, l1, par3 - 1, i2))
{
return par5;
}
if (par5 < 4)
{
int j2 = this.calculateFlowCost(par1World, l1, par3, i2, par5 + 1, k1);
if (j2 < j1)
{
j1 = j2;
}
}
}
}
}
return j1;
}
/**
* Returns a boolean array indicating which flow directions are optimal based on each direction's calculated flow
* cost. Each array index corresponds to one of the four cardinal directions. A value of true indicates the
* direction is optimal.
*/
private boolean[] getOptimalFlowDirections(World par1World, int par2, int par3, int par4)
{
int l;
int i1;
for (l = 0; l < 4; ++l)
{
this.flowCost[l] = 1000;
i1 = par2;
int j1 = par4;
if (l == 0)
{
i1 = par2 - 1;
}
if (l == 1)
{
++i1;
}
if (l == 2)
{
j1 = par4 - 1;
}
if (l == 3)
{
++j1;
}
if (!this.blockBlocksFlow(par1World, i1, par3, j1) && (par1World.getBlockMaterial(i1, par3, j1) != this.blockMaterial || par1World.getBlockMetadata(i1, par3, j1) != 0))
{
if (this.blockBlocksFlow(par1World, i1, par3 - 1, j1))
{
this.flowCost[l] = this.calculateFlowCost(par1World, i1, par3, j1, 1, l);
}
else
{
this.flowCost[l] = 0;
}
}
}
l = this.flowCost[0];
for (i1 = 1; i1 < 4; ++i1)
{
if (this.flowCost[i1] < l)
{
l = this.flowCost[i1];
}
}
for (i1 = 0; i1 < 4; ++i1)
{
this.isOptimalFlowDirection[i1] = this.flowCost[i1] == l;
}
return this.isOptimalFlowDirection;
}
/**
* Returns true if block at coords blocks fluids
*/
private boolean blockBlocksFlow(World par1World, int par2, int par3, int par4)
{
int l = par1World.getBlockId(par2, par3, par4);
if (l != Block.doorWood.blockID && l != Block.doorIron.blockID && l != Block.signPost.blockID && l != Block.ladder.blockID && l != Block.reed.blockID)
{
if (l == 0)
{
return false;
}
else
{
Material material = Block.blocksList[l].blockMaterial;
return material == Material.portal ? true : material.blocksMovement();
}
}
else
{
return true;
}
}
/**
* getSmallestFlowDecay(World world, intx, int y, int z, int currentSmallestFlowDecay) - Looks up the flow decay at
* the coordinates given and returns the smaller of this value or the provided currentSmallestFlowDecay. If one
* value is valid and the other isn't, the valid value will be returned. Valid values are >= 0. Flow decay is the
* amount that a liquid has dissipated. 0 indicates a source block.
*/
protected int getSmallestFlowDecay(World par1World, int par2, int par3, int par4, int par5)
{
int i1 = this.getFlowDecay(par1World, par2, par3, par4);
if (i1 < 0)
{
return par5;
}
else
{
if (i1 == 0)
{
++this.numAdjacentSources;
}
if (i1 >= 8)
{
i1 = 0;
}
return par5 >= 0 && i1 >= par5 ? par5 : i1;
}
}
/**
* Returns true if the block at the coordinates can be displaced by the liquid.
*/
private boolean liquidCanDisplaceBlock(World par1World, int par2, int par3, int par4)
{
Material material = par1World.getBlockMaterial(par2, par3, par4);
return material == this.blockMaterial ? false : (material == Material.lava ? false : !this.blockBlocksFlow(par1World, par2, par3, par4));
}
/**
* Called whenever the block is added into the world. Args: world, x, y, z
*/
public void onBlockAdded(World par1World, int par2, int par3, int par4)
{
super.onBlockAdded(par1World, par2, par3, par4);
if (par1World.getBlockId(par2, par3, par4) == this.blockID)
{
par1World.scheduleBlockUpdate(par2, par3, par4, this.blockID, this.tickRate(par1World));
}
}
public boolean func_82506_l()
{
return false;
}
}