package net.minecraft.block;

import java.util.Random;
import net.minecraft.particles.ParticleTypes;
import net.minecraft.util.BlockRenderLayer;
import net.minecraft.util.Direction;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.shapes.ISelectionContext;
import net.minecraft.util.math.shapes.VoxelShape;
import net.minecraft.world.IBlockReader;
import net.minecraft.world.IWorld;
import net.minecraft.world.IWorldReader;
import net.minecraft.world.World;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;

public class TorchBlock extends Block {
   protected static final VoxelShape SHAPE = Block.makeCuboidShape(6.0D, 0.0D, 6.0D, 10.0D, 10.0D, 10.0D);

   protected TorchBlock(Block.Properties properties) {
      super(properties);
   }

   public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
      return SHAPE;
   }

   /**
    * Update the provided state given the provided neighbor facing and neighbor state, returning a new state.
    * For example, fences make their connections to the passed in state if possible, and wet concrete powder immediately
    * returns its solidified counterpart.
    * Note that this method should ideally consider only the specific face passed in.
    */
   public BlockState updatePostPlacement(BlockState stateIn, Direction facing, BlockState facingState, IWorld worldIn, BlockPos currentPos, BlockPos facingPos) {
      return facing == Direction.DOWN && !this.isValidPosition(stateIn, worldIn, currentPos) ? Blocks.AIR.getDefaultState() : super.updatePostPlacement(stateIn, facing, facingState, worldIn, currentPos, facingPos);
   }

   public boolean isValidPosition(BlockState state, IWorldReader worldIn, BlockPos pos) {
      return func_220055_a(worldIn, pos.down(), Direction.UP);
   }

   /**
    * Called periodically clientside on blocks near the player to show effects (like furnace fire particles). Note that
    * this method is unrelated to {@link randomTick} and {@link #needsRandomTick}, and will always be called regardless
    * of whether the block can receive random update ticks
    */
   @OnlyIn(Dist.CLIENT)
   public void animateTick(BlockState stateIn, World worldIn, BlockPos pos, Random rand) {
      double d0 = (double)pos.getX() + 0.5D;
      double d1 = (double)pos.getY() + 0.7D;
      double d2 = (double)pos.getZ() + 0.5D;
      worldIn.addParticle(ParticleTypes.SMOKE, d0, d1, d2, 0.0D, 0.0D, 0.0D);
      worldIn.addParticle(ParticleTypes.FLAME, d0, d1, d2, 0.0D, 0.0D, 0.0D);
   }

   /**
    * Gets the render layer this block will render on. SOLID for solid blocks, CUTOUT or CUTOUT_MIPPED for on-off
    * transparency (glass, reeds), TRANSLUCENT for fully blended transparency (stained glass)
    */
   public BlockRenderLayer getRenderLayer() {
      return BlockRenderLayer.CUTOUT;
   }
}