/*
 * This file is part of Applied Energistics 2.
 * Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
 *
 * Applied Energistics 2 is free software: you can redistribute it and/or modify
 * it under the terms of the GNU Lesser General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * Applied Energistics 2 is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public License
 * along with Applied Energistics 2.  If not, see <http://www.gnu.org/licenses/lgpl>.
 */

package appeng.helpers;

import io.netty.buffer.ByteBuf;

import net.minecraft.util.Vec3;
import net.minecraftforge.common.util.ForgeDirection;

import appeng.api.util.AEColor;

public class Splotch
{

	public Splotch(AEColor col, boolean lit, ForgeDirection side, Vec3 Pos) {
		this.color = col;
		this.lumen = lit;

		double x, y;

		if ( side == ForgeDirection.SOUTH || side == ForgeDirection.NORTH )
		{
			x = Pos.xCoord;
			y = Pos.yCoord;
		}

		else if ( side == ForgeDirection.UP || side == ForgeDirection.DOWN )
		{
			x = Pos.xCoord;
			y = Pos.zCoord;
		}

		else
		{
			x = Pos.yCoord;
			y = Pos.zCoord;
		}

		int a = (int) (x * 0xF);
		int b = (int) (y * 0xF);
		this.pos = a | (b << 4);

		this.side = side;
	}

	public Splotch(ByteBuf data) {

		this.pos = data.readByte();
		int val = data.readByte();

		this.side = ForgeDirection.getOrientation( val & 0x07 );
		this.color = AEColor.values()[(val >> 3) & 0x0F];
		this.lumen = ((val >> 7) & 0x01) > 0;
	}

	public void writeToStream(ByteBuf stream)
	{
		stream.writeByte( this.pos );
		int val = this.side.ordinal() | (this.color.ordinal() << 3) | (this.lumen ? 0x80 : 0x00);
		stream.writeByte( val );
	}

	final private int pos;
	final public ForgeDirection side;
	final public boolean lumen;
	final public AEColor color;

	public float x()
	{
		return (this.pos & 0x0f) / 15.0f;
	}

	public float y()
	{
		return ((this.pos >> 4) & 0x0f) / 15.0f;
	}

	public int getSeed()
	{
		int val = this.side.ordinal() | (this.color.ordinal() << 3) | (this.lumen ? 0x80 : 0x00);
		return Math.abs( this.pos + val );
	}
}
