package net.minecraft.block;

import java.util.Random;

import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.init.Blocks;
import net.minecraft.init.Items;
import net.minecraft.item.EnumDyeColor;
import net.minecraft.item.Item;
import net.minecraft.util.BlockPos;
import net.minecraft.util.MathHelper;
import net.minecraft.world.World;

public class BlockOre extends Block
{

    public BlockOre()
    {
        super(Material.rock);
        this.setCreativeTab(CreativeTabs.tabBlock);
    }

    /**
     * Get the Item that this Block should drop when harvested.
     *  
     * @param fortune the level of the Fortune enchantment on the player's tool
     */
    @Override
	public Item getItemDropped(IBlockState state, Random rand, int fortune)
    {
        return this == Blocks.coal_ore ? Items.coal : (this == Blocks.diamond_ore ? Items.diamond : (this == Blocks.lapis_ore ? Items.dye : (this == Blocks.emerald_ore ? Items.emerald : (this == Blocks.quartz_ore ? Items.quartz : Item.getItemFromBlock(this)))));
    }

    /**
     * Returns the quantity of items to drop on block destruction.
     */
    @Override
	public int quantityDropped(Random random)
    {
        return this == Blocks.lapis_ore ? 4 + random.nextInt(5) : 1;
    }

    /**
     * Get the quantity dropped based on the given fortune level
     */
    @Override
	public int quantityDroppedWithBonus(int fortune, Random random)
    {
        if (fortune > 0 && Item.getItemFromBlock(this) != this.getItemDropped((IBlockState)this.getBlockState().getValidStates().iterator().next(), random, fortune))
        {
            int var3 = random.nextInt(fortune + 2) - 1;

            if (var3 < 0)
            {
                var3 = 0;
            }

            return this.quantityDropped(random) * (var3 + 1);
        }
        else
        {
            return this.quantityDropped(random);
        }
    }

    /**
     * Spawns this Block's drops into the World as EntityItems.
     *  
     * @param chance The chance that each Item is actually spawned (1.0 = always, 0.0 = never)
     * @param fortune The player's fortune level
     */
    @Override
	public void dropBlockAsItemWithChance(World worldIn, BlockPos pos, IBlockState state, float chance, int fortune)
    {
        super.dropBlockAsItemWithChance(worldIn, pos, state, chance, fortune);

        if (this.getItemDropped(state, worldIn.rand, fortune) != Item.getItemFromBlock(this))
        {
            int var6 = 0;

            if (this == Blocks.coal_ore)
            {
                var6 = MathHelper.getRandomIntegerInRange(worldIn.rand, 0, 2);
            }
            else if (this == Blocks.diamond_ore)
            {
                var6 = MathHelper.getRandomIntegerInRange(worldIn.rand, 3, 7);
            }
            else if (this == Blocks.emerald_ore)
            {
                var6 = MathHelper.getRandomIntegerInRange(worldIn.rand, 3, 7);
            }
            else if (this == Blocks.lapis_ore)
            {
                var6 = MathHelper.getRandomIntegerInRange(worldIn.rand, 2, 5);
            }
            else if (this == Blocks.quartz_ore)
            {
                var6 = MathHelper.getRandomIntegerInRange(worldIn.rand, 2, 5);
            }

            this.dropXpOnBlockBreak(worldIn, pos, var6);
        }
    }

    @Override
	public int getDamageValue(World worldIn, BlockPos pos)
    {
        return 0;
    }

    /**
     * Get the damage value that this Block should drop
     */
    @Override
	public int damageDropped(IBlockState state)
    {
        return this == Blocks.lapis_ore ? EnumDyeColor.BLUE.getDyeDamage() : 0;
    }
}
