
#pragma once

#include "ItemHandler.h"
#include "../World.h"
#include "../Simulator/FluidSimulator.h"
#include "../Blocks/BlockHandler.h"
#include "../LineBlockTracer.h"
#include "../BlockInServerPluginInterface.h"
#include "../Blocks/ChunkInterface.h"





class cItemBucketHandler :
	public cItemHandler
{
public:
	cItemBucketHandler(int a_ItemType) :
		cItemHandler(a_ItemType)
	{

	}



	virtual bool OnItemUse(
		cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item,
		int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace
	) override
	{
		switch (m_ItemType)
		{
			case E_ITEM_BUCKET:       return ScoopUpFluid(a_World, a_Player, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
			case E_ITEM_LAVA_BUCKET:  return PlaceFluid  (a_World, a_Player, a_PluginInterface, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, E_BLOCK_LAVA);
			case E_ITEM_WATER_BUCKET: return PlaceFluid  (a_World, a_Player, a_PluginInterface, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, E_BLOCK_WATER);
			default:
			{
				ASSERT(!"Unhandled ItemType");
				return false;
			}
		}
	}
	
	
	
	bool ScoopUpFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace)
	{
		if (a_BlockFace != BLOCK_FACE_NONE)
		{
			return false;
		}

		Vector3i BlockPos;
		if (!GetBlockFromTrace(a_World, a_Player, BlockPos))
		{
			return false;  // Nothing in range.
		}

		if (a_World->GetBlockMeta(BlockPos.x, BlockPos.y, BlockPos.z) != 0)
		{
			// Not a source block
			return false;
		}

		BLOCKTYPE Block = a_World->GetBlock(BlockPos.x, BlockPos.y, BlockPos.z);
		ENUM_ITEM_ID NewItem;

		if (IsBlockWater(Block))
		{
			NewItem = E_ITEM_WATER_BUCKET;
		}
		else if (IsBlockLava(Block))
		{
			NewItem = E_ITEM_LAVA_BUCKET;
		}
		else
		{
			return false;
		}
		
		// Check to see if destination block is too far away
		// Reach Distance Multiplayer = 5 Blocks
		if ((BlockPos.x - a_Player->GetPosX() > 5) || (BlockPos.z - a_Player->GetPosZ() > 5))
		{
			return false;
		}

		// Remove water / lava block (unless plugins disagree)
		if (!a_Player->PlaceBlock(BlockPos.x, BlockPos.y, BlockPos.z, E_BLOCK_AIR, 0))
		{
			return false;
		}

		// Give new bucket, filled with fluid when the gamemode is not creative:
		if (!a_Player->IsGameModeCreative())
		{
			// Remove the bucket from the inventory
			if (!a_Player->GetInventory().RemoveOneEquippedItem())
			{
				LOG("Clicked with an empty bucket, but cannot remove one from the inventory? WTF?");
				ASSERT(!"Inventory bucket mismatch");
				return true;
			}
			if (a_Player->GetInventory().AddItem(cItem(NewItem)) != 1)
			{
				// The bucket didn't fit, toss it as a pickup:
				a_Player->TossPickup(cItem(NewItem));
			}
		}

		return true;
	}



	bool PlaceFluid(
		cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item,
		int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, BLOCKTYPE a_FluidBlock
	)
	{
		if (a_BlockFace != BLOCK_FACE_NONE)
		{
			return false;
		}
		
		BLOCKTYPE CurrentBlockType;
		NIBBLETYPE CurrentBlockMeta;
		eBlockFace EntryFace;
		Vector3i BlockPos;
		if (!GetPlacementCoordsFromTrace(a_World, a_Player, BlockPos, CurrentBlockType, CurrentBlockMeta, EntryFace))
		{
			return false;
		}

		// Check to see if destination block is too far away
		// Reach Distance Multiplayer = 5 Blocks
		if ((BlockPos.x - a_Player->GetPosX() > 5) || (BlockPos.z - a_Player->GetPosZ() > 5))
		{
			return false;
		}
		
		if (a_Player->GetGameMode() != gmCreative)
		{
			// Remove fluid bucket, add empty bucket:
			if (!a_Player->GetInventory().RemoveOneEquippedItem())
			{
				LOG("Clicked with a full bucket, but cannot remove one from the inventory? WTF?");
				ASSERT(!"Inventory bucket mismatch");
				return false;
			}
			cItem Item(E_ITEM_BUCKET, 1);
			if (!a_Player->GetInventory().AddItem(Item))
			{
				return false;
			}
		}
		
		// Wash away anything that was there prior to placing:
		if (cFluidSimulator::CanWashAway(CurrentBlockType))
		{
			if (a_PluginInterface.CallHookPlayerBreakingBlock(*a_Player, BlockPos.x, BlockPos.y, BlockPos.z, EntryFace, CurrentBlockType, CurrentBlockMeta))
			{
				// Plugin disagrees with the washing-away
				return false;
			}

			cBlockHandler * Handler = BlockHandler(CurrentBlockType);
			if (Handler->DoesDropOnUnsuitable())
			{
				cChunkInterface ChunkInterface(a_World->GetChunkMap());
				Handler->DropBlock(ChunkInterface, *a_World, a_PluginInterface, a_Player, BlockPos.x, BlockPos.y, BlockPos.z);
			}
			a_PluginInterface.CallHookPlayerBrokenBlock(*a_Player, BlockPos.x, BlockPos.y, BlockPos.z, EntryFace, CurrentBlockType, CurrentBlockMeta);
		}

		// Place the actual fluid block:
		return a_Player->PlaceBlock(BlockPos.x, BlockPos.y, BlockPos.z, a_FluidBlock, 0);
	}



	bool GetBlockFromTrace(cWorld * a_World, cPlayer * a_Player, Vector3i & a_BlockPos)
	{
		class cCallbacks :
			public cBlockTracer::cCallbacks
		{
		public:
			Vector3i m_Pos;
			bool     m_HasHitFluid;
			

			cCallbacks(void) :
				m_HasHitFluid(false)
			{
			}
			
			virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override
			{
				if (IsBlockWater(a_BlockType) || IsBlockLava(a_BlockType))
				{
					if (a_BlockMeta != 0)  // GetBlockFromTrace is called for scooping up fluids; the hit block should be a source
					{
						return false;
					}
					m_HasHitFluid = true;
					m_Pos.Set(a_BlockX, a_BlockY, a_BlockZ);
					return true;
				}
				return false;
			}
		} Callbacks;

		cLineBlockTracer Tracer(*a_World, Callbacks);
		Vector3d Start(a_Player->GetEyePosition() + a_Player->GetLookVector());
		Vector3d End(a_Player->GetEyePosition() + a_Player->GetLookVector() * 5);

		Tracer.Trace(Start.x, Start.y, Start.z, End.x, End.y, End.z);

		if (!Callbacks.m_HasHitFluid)
		{
			return false;
		}


		a_BlockPos = Callbacks.m_Pos;
		return true;
	}
	
	

	bool GetPlacementCoordsFromTrace(cWorld * a_World, cPlayer * a_Player, Vector3i & a_BlockPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta, eBlockFace & a_BlockFace)
	{
		class cCallbacks :
			public cBlockTracer::cCallbacks
		{
		public:
			Vector3i   m_Pos;
			BLOCKTYPE  m_ReplacedBlockType;
			NIBBLETYPE m_ReplacedBlockMeta;
			eBlockFace m_EntryFace;
			
			virtual bool OnNextBlock(int a_CBBlockX, int a_CBBlockY, int a_CBBlockZ, BLOCKTYPE a_CBBlockType, NIBBLETYPE a_CBBlockMeta, char a_CBEntryFace) override
			{
				if (a_CBBlockType != E_BLOCK_AIR)
				{
					m_ReplacedBlockType = a_CBBlockType;
					m_ReplacedBlockMeta = a_CBBlockMeta;
					m_EntryFace = static_cast<eBlockFace>(a_CBEntryFace);
					if (!cFluidSimulator::CanWashAway(a_CBBlockType) && !IsBlockLiquid(a_CBBlockType))
					{
						AddFaceDirection(a_CBBlockX, a_CBBlockY, a_CBBlockZ, static_cast<eBlockFace>(a_CBEntryFace));  // Was an unwashawayable block, can't overwrite it!
					}
					m_Pos.Set(a_CBBlockX, a_CBBlockY, a_CBBlockZ);  // (Block could be washed away, replace it)
					return true;  // Abort tracing
				}
				return false;
			}
		} Callbacks;

		cLineBlockTracer Tracer(*a_World, Callbacks);
		Vector3d Start(a_Player->GetEyePosition());
		Vector3d End(a_Player->GetEyePosition() + a_Player->GetLookVector() * 5);

		// cTracer::Trace returns true when whole line was traversed. By returning true from the callback when we hit something, we ensure that this never happens if liquid could be placed
		// Use this to judge whether the position is valid
		if (!Tracer.Trace(Start.x, Start.y, Start.z, End.x, End.y, End.z))
		{
			a_BlockPos = Callbacks.m_Pos;
			a_BlockType = Callbacks.m_ReplacedBlockType;
			a_BlockMeta = Callbacks.m_ReplacedBlockMeta;
			a_BlockFace = Callbacks.m_EntryFace;
			return true;
		}

		return false;
	}
};
