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 var5 = par1World.getBlockMetadata(par2, par3, par4);
par1World.setBlockAndMetadata(par2, par3, par4, this.blockID + 1, var5);
par1World.markBlockRangeForRenderUpdate(par2, par3, par4, par2, par3, par4);
}
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 var6 = this.getFlowDecay(par1World, par2, par3, par4);
byte var7 = 1;
if (this.blockMaterial == Material.lava && !par1World.provider.isHellWorld)
{
var7 = 2;
}
boolean var8 = true;
int var10;
if (var6 > 0)
{
byte var9 = -100;
this.numAdjacentSources = 0;
int var12 = this.getSmallestFlowDecay(par1World, par2 - 1, par3, par4, var9);
var12 = this.getSmallestFlowDecay(par1World, par2 + 1, par3, par4, var12);
var12 = this.getSmallestFlowDecay(par1World, par2, par3, par4 - 1, var12);
var12 = this.getSmallestFlowDecay(par1World, par2, par3, par4 + 1, var12);
var10 = var12 + var7;
if (var10 >= 8 || var12 < 0)
{
var10 = -1;
}
if (this.getFlowDecay(par1World, par2, par3 + 1, par4) >= 0)
{
int var11 = this.getFlowDecay(par1World, par2, par3 + 1, par4);
if (var11 >= 8)
{
var10 = var11;
}
else
{
var10 = var11 + 8;
}
}
if (this.numAdjacentSources >= 2 && this.blockMaterial == Material.water)
{
if (par1World.getBlockMaterial(par2, par3 - 1, par4).isSolid())
{
var10 = 0;
}
else if (par1World.getBlockMaterial(par2, par3 - 1, par4) == this.blockMaterial && par1World.getBlockMetadata(par2, par3, par4) == 0)
{
var10 = 0;
}
}
if (this.blockMaterial == Material.lava && var6 < 8 && var10 < 8 && var10 > var6 && par5Random.nextInt(4) != 0)
{
var10 = var6;
var8 = false;
}
if (var10 == var6)
{
if (var8)
{
this.updateFlow(par1World, par2, par3, par4);
}
}
else
{
var6 = var10;
if (var10 < 0)
{
par1World.setBlockWithNotify(par2, par3, par4, 0);
}
else
{
par1World.setBlockMetadataWithNotify(par2, par3, par4, var10);
par1World.scheduleBlockUpdate(par2, par3, par4, this.blockID, this.tickRate());
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.setBlockWithNotify(par2, par3 - 1, par4, Block.stone.blockID);
this.triggerLavaMixEffects(par1World, par2, par3 - 1, par4);
return;
}
if (var6 >= 8)
{
this.flowIntoBlock(par1World, par2, par3 - 1, par4, var6);
}
else
{
this.flowIntoBlock(par1World, par2, par3 - 1, par4, var6 + 8);
}
}
else if (var6 >= 0 && (var6 == 0 || this.blockBlocksFlow(par1World, par2, par3 - 1, par4)))
{
boolean[] var13 = this.getOptimalFlowDirections(par1World, par2, par3, par4);
var10 = var6 + var7;
if (var6 >= 8)
{
var10 = 1;
}
if (var10 >= 8)
{
return;
}
if (var13[0])
{
this.flowIntoBlock(par1World, par2 - 1, par3, par4, var10);
}
if (var13[1])
{
this.flowIntoBlock(par1World, par2 + 1, par3, par4, var10);
}
if (var13[2])
{
this.flowIntoBlock(par1World, par2, par3, par4 - 1, var10);
}
if (var13[3])
{
this.flowIntoBlock(par1World, par2, par3, par4 + 1, var10);
}
}
}
/**
* 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 var6 = par1World.getBlockId(par2, par3, par4);
if (var6 > 0)
{
if (this.blockMaterial == Material.lava)
{
this.triggerLavaMixEffects(par1World, par2, par3, par4);
}
else
{
Block.blocksList[var6].dropBlockAsItem(par1World, par2, par3, par4, par1World.getBlockMetadata(par2, par3, par4), 0);
}
}
par1World.setBlockAndMetadataWithNotify(par2, par3, par4, this.blockID, par5);
}
}
/**
* 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 var7 = 1000;
for (int var8 = 0; var8 < 4; ++var8)
{
if ((var8 != 0 || par6 != 1) && (var8 != 1 || par6 != 0) && (var8 != 2 || par6 != 3) && (var8 != 3 || par6 != 2))
{
int var9 = par2;
int var11 = par4;
if (var8 == 0)
{
var9 = par2 - 1;
}
if (var8 == 1)
{
++var9;
}
if (var8 == 2)
{
var11 = par4 - 1;
}
if (var8 == 3)
{
++var11;
}
if (!this.blockBlocksFlow(par1World, var9, par3, var11) && (par1World.getBlockMaterial(var9, par3, var11) != this.blockMaterial || par1World.getBlockMetadata(var9, par3, var11) != 0))
{
if (!this.blockBlocksFlow(par1World, var9, par3 - 1, var11))
{
return par5;
}
if (par5 < 4)
{
int var12 = this.calculateFlowCost(par1World, var9, par3, var11, par5 + 1, var8);
if (var12 < var7)
{
var7 = var12;
}
}
}
}
}
return var7;
}
/**
* 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 var5;
int var6;
for (var5 = 0; var5 < 4; ++var5)
{
this.flowCost[var5] = 1000;
var6 = par2;
int var8 = par4;
if (var5 == 0)
{
var6 = par2 - 1;
}
if (var5 == 1)
{
++var6;
}
if (var5 == 2)
{
var8 = par4 - 1;
}
if (var5 == 3)
{
++var8;
}
if (!this.blockBlocksFlow(par1World, var6, par3, var8) && (par1World.getBlockMaterial(var6, par3, var8) != this.blockMaterial || par1World.getBlockMetadata(var6, par3, var8) != 0))
{
if (this.blockBlocksFlow(par1World, var6, par3 - 1, var8))
{
this.flowCost[var5] = this.calculateFlowCost(par1World, var6, par3, var8, 1, var5);
}
else
{
this.flowCost[var5] = 0;
}
}
}
var5 = this.flowCost[0];
for (var6 = 1; var6 < 4; ++var6)
{
if (this.flowCost[var6] < var5)
{
var5 = this.flowCost[var6];
}
}
for (var6 = 0; var6 < 4; ++var6)
{
this.isOptimalFlowDirection[var6] = this.flowCost[var6] == var5;
}
return this.isOptimalFlowDirection;
}
/**
* Returns true if block at coords blocks fluids
*/
private boolean blockBlocksFlow(World par1World, int par2, int par3, int par4)
{
int var5 = par1World.getBlockId(par2, par3, par4);
if (var5 != Block.doorWood.blockID && var5 != Block.doorSteel.blockID && var5 != Block.signPost.blockID && var5 != Block.ladder.blockID && var5 != Block.reed.blockID)
{
if (var5 == 0)
{
return false;
}
else
{
Material var6 = Block.blocksList[var5].blockMaterial;
return var6 == Material.portal ? true : var6.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 var6 = this.getFlowDecay(par1World, par2, par3, par4);
if (var6 < 0)
{
return par5;
}
else
{
if (var6 == 0)
{
++this.numAdjacentSources;
}
if (var6 >= 8)
{
var6 = 0;
}
return par5 >= 0 && var6 >= par5 ? par5 : var6;
}
}
/**
* 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 var5 = par1World.getBlockMaterial(par2, par3, par4);
return var5 == this.blockMaterial ? false : (var5 == 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());
}
}
public boolean func_82506_l()
{
return false;
}
}