/*
 * WorldEdit, a Minecraft world manipulation toolkit
 * Copyright (C) sk89q <http://www.sk89q.com>
 * Copyright (C) WorldEdit team and contributors
 *
 * This program 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.
 *
 * This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
 */

package com.sk89q.worldedit.blocks;

import com.sk89q.worldedit.CuboidClipboard.FlipDirection;

/**
 * Block data related classes.
 */
public final class BlockData {

    private BlockData() {
    }

    /**
     * Rotate a block's data value 90 degrees (north->east->south->west->north);
     *
     * @param type the type ID of the bock
     * @param data the data ID of the block
     * @return the new data value
     */
    public static int rotate90(int type, int data) {
        switch (type) {
            case BlockID.TORCH:
            case BlockID.REDSTONE_TORCH_OFF:
            case BlockID.REDSTONE_TORCH_ON:
                switch (data) {
                    case 1:
                        return 3;
                    case 2:
                        return 4;
                    case 3:
                        return 2;
                    case 4:
                        return 1;
                }
                break;

            case BlockID.MINECART_TRACKS:
                switch (data) {
                    case 6:
                        return 7;
                    case 7:
                        return 8;
                    case 8:
                        return 9;
                    case 9:
                        return 6;
                }
            /* FALL-THROUGH */

            case BlockID.POWERED_RAIL:
            case BlockID.DETECTOR_RAIL:
            case BlockID.ACTIVATOR_RAIL:
                switch (data & 0x7) {
                    case 0:
                        return 1 | (data & ~0x7);
                    case 1:
                        return 0 | (data & ~0x7);
                    case 2:
                        return 5 | (data & ~0x7);
                    case 3:
                        return 4 | (data & ~0x7);
                    case 4:
                        return 2 | (data & ~0x7);
                    case 5:
                        return 3 | (data & ~0x7);
                }
                break;

            case 203: // BlockId.PURPUR_STAIRS
            case BlockID.RED_SANDSTONE_STAIRS:
            case BlockID.OAK_WOOD_STAIRS:
            case BlockID.COBBLESTONE_STAIRS:
            case BlockID.BRICK_STAIRS:
            case BlockID.STONE_BRICK_STAIRS:
            case BlockID.NETHER_BRICK_STAIRS:
            case BlockID.SANDSTONE_STAIRS:
            case BlockID.SPRUCE_WOOD_STAIRS:
            case BlockID.BIRCH_WOOD_STAIRS:
            case BlockID.JUNGLE_WOOD_STAIRS:
            case BlockID.QUARTZ_STAIRS:
            case BlockID.ACACIA_STAIRS:
            case BlockID.DARK_OAK_STAIRS:
                switch (data) {
                    case 0:
                        return 2;
                    case 1:
                        return 3;
                    case 2:
                        return 1;
                    case 3:
                        return 0;
                    case 4:
                        return 6;
                    case 5:
                        return 7;
                    case 6:
                        return 5;
                    case 7:
                        return 4;
                }
                break;

            case BlockID.STONE_BUTTON:
            case BlockID.WOODEN_BUTTON: {
                int thrown = data & 0x8;
                switch (data & ~0x8) {
                    case 1:
                        return 3 | thrown;
                    case 2:
                        return 4 | thrown;
                    case 3:
                        return 2 | thrown;
                    case 4:
                        return 1 | thrown;
                    // 0 and 5 are vertical
                }
                break;
            }

            case BlockID.LEVER: {
                int thrown = data & 0x8;
                switch (data & ~0x8) {
                    case 1:
                        return 3 | thrown;
                    case 2:
                        return 4 | thrown;
                    case 3:
                        return 2 | thrown;
                    case 4:
                        return 1 | thrown;
                    case 5:
                        return 6 | thrown;
                    case 6:
                        return 5 | thrown;
                    case 7:
                        return 0 | thrown;
                    case 0:
                        return 7 | thrown;
                }
                break;
            }

            case BlockID.WOODEN_DOOR:
            case BlockID.IRON_DOOR:
                if ((data & 0x8) != 0) {
                    // door top halves contain no orientation information
                    break;
                }

            /* FALL-THROUGH */

            case BlockID.COCOA_PLANT:
            case BlockID.TRIPWIRE_HOOK: {
                int extra = data & ~0x3;
                int withoutFlags = data & 0x3;
                switch (withoutFlags) {
                    case 0:
                        return 1 | extra;
                    case 1:
                        return 2 | extra;
                    case 2:
                        return 3 | extra;
                    case 3:
                        return 0 | extra;
                }
                break;
            }
            case BlockID.SIGN_POST:
                return (data + 4) % 16;

            case BlockID.LADDER:
            case BlockID.WALL_SIGN:
            case BlockID.CHEST:
            case BlockID.FURNACE:
            case BlockID.BURNING_FURNACE:
            case BlockID.ENDER_CHEST:
            case BlockID.TRAPPED_CHEST:
            case BlockID.HOPPER: {
                int extra = data & 0x8;
                int withoutFlags = data & ~0x8;
                switch (withoutFlags) {
                    case 2:
                        return 5 | extra;
                    case 3:
                        return 4 | extra;
                    case 4:
                        return 2 | extra;
                    case 5:
                        return 3 | extra;
                }
                break;
            }
            case 198: // BlockID.END_ROD
            case BlockID.DISPENSER:
            case BlockID.DROPPER:
                int dispPower = data & 0x8;
                switch (data & ~0x8) {
                    case 2:
                        return 5 | dispPower;
                    case 3:
                        return 4 | dispPower;
                    case 4:
                        return 2 | dispPower;
                    case 5:
                        return 3 | dispPower;
                }
                break;

            case BlockID.PUMPKIN:
            case BlockID.JACKOLANTERN:
                switch (data) {
                    case 0:
                        return 1;
                    case 1:
                        return 2;
                    case 2:
                        return 3;
                    case 3:
                        return 0;
                }
                break;

            case BlockID.HAY_BLOCK:
            case BlockID.LOG:
            case BlockID.LOG2:
                if (data >= 4 && data <= 11) data ^= 0xc;
                break;

            case BlockID.COMPARATOR_OFF:
            case BlockID.COMPARATOR_ON:
            case BlockID.REDSTONE_REPEATER_OFF:
            case BlockID.REDSTONE_REPEATER_ON:
                int dir = data & 0x03;
                int delay = data - dir;
                switch (dir) {
                    case 0:
                        return 1 | delay;
                    case 1:
                        return 2 | delay;
                    case 2:
                        return 3 | delay;
                    case 3:
                        return 0 | delay;
                }
                break;

            case BlockID.TRAP_DOOR:
            case BlockID.IRON_TRAP_DOOR:
                int withoutOrientation = data & ~0x3;
                int orientation = data & 0x3;
                switch (orientation) {
                    case 0:
                        return 3 | withoutOrientation;
                    case 1:
                        return 2 | withoutOrientation;
                    case 2:
                        return 0 | withoutOrientation;
                    case 3:
                        return 1 | withoutOrientation;
                }
                break;

            case BlockID.PISTON_BASE:
            case BlockID.PISTON_STICKY_BASE:
            case BlockID.PISTON_EXTENSION:
                final int rest = data & ~0x7;
                switch (data & 0x7) {
                    case 2:
                        return 5 | rest;
                    case 3:
                        return 4 | rest;
                    case 4:
                        return 2 | rest;
                    case 5:
                        return 3 | rest;
                }
                break;

            case BlockID.BROWN_MUSHROOM_CAP:
            case BlockID.RED_MUSHROOM_CAP:
                if (data >= 10) return data;
                return (data * 3) % 10;

            case BlockID.VINE:
                return ((data << 1) | (data >> 3)) & 0xf;

            case BlockID.FENCE_GATE:
                return ((data + 1) & 0x3) | (data & ~0x3);

            case BlockID.ANVIL:
                int damage = data & ~0x3;
                switch (data & 0x3) {
                    case 0:
                        return 3 | damage;
                    case 2:
                        return 1 | damage;
                    case 1:
                        return 0 | damage;
                    case 3:
                        return 2 | damage;
                }
                break;

            case BlockID.BED:
                return data & ~0x3 | (data + 1) & 0x3;

            case BlockID.HEAD:
                switch (data) {
                    case 2:
                        return 5;
                    case 3:
                        return 4;
                    case 4:
                        return 2;
                    case 5:
                        return 3;
                }
        }

        return data;
    }

    /**
     * Rotate a block's data value -90 degrees (north<-east<-south<-west<-north);
     *
     * @param type the type ID of the bock
     * @param data the data ID of the block
     * @return the new data value
     */
    public static int rotate90Reverse(int type, int data) {
        // case ([0-9]+): return ([0-9]+) -> case \2: return \1

        switch (type) {
            case BlockID.TORCH:
            case BlockID.REDSTONE_TORCH_OFF:
            case BlockID.REDSTONE_TORCH_ON:
                switch (data) {
                    case 3:
                        return 1;
                    case 4:
                        return 2;
                    case 2:
                        return 3;
                    case 1:
                        return 4;
                }
                break;

            case BlockID.MINECART_TRACKS:
                switch (data) {
                    case 7:
                        return 6;
                    case 8:
                        return 7;
                    case 9:
                        return 8;
                    case 6:
                        return 9;
                }
            /* FALL-THROUGH */

            case BlockID.POWERED_RAIL:
            case BlockID.DETECTOR_RAIL:
            case BlockID.ACTIVATOR_RAIL:
                int power = data & ~0x7;
                switch (data & 0x7) {
                    case 1:
                        return 0 | power;
                    case 0:
                        return 1 | power;
                    case 5:
                        return 2 | power;
                    case 4:
                        return 3 | power;
                    case 2:
                        return 4 | power;
                    case 3:
                        return 5 | power;
                }
                break;

            case 203: // BlockId.PURPUR_STAIRS
            case BlockID.RED_SANDSTONE_STAIRS:
            case BlockID.OAK_WOOD_STAIRS:
            case BlockID.COBBLESTONE_STAIRS:
            case BlockID.BRICK_STAIRS:
            case BlockID.STONE_BRICK_STAIRS:
            case BlockID.NETHER_BRICK_STAIRS:
            case BlockID.SANDSTONE_STAIRS:
            case BlockID.SPRUCE_WOOD_STAIRS:
            case BlockID.BIRCH_WOOD_STAIRS:
            case BlockID.JUNGLE_WOOD_STAIRS:
            case BlockID.QUARTZ_STAIRS:
            case BlockID.ACACIA_STAIRS:
            case BlockID.DARK_OAK_STAIRS:
                switch (data) {
                    case 2:
                        return 0;
                    case 3:
                        return 1;
                    case 1:
                        return 2;
                    case 0:
                        return 3;
                    case 6:
                        return 4;
                    case 7:
                        return 5;
                    case 5:
                        return 6;
                    case 4:
                        return 7;
                }
                break;

            case BlockID.STONE_BUTTON:
            case BlockID.WOODEN_BUTTON: {
                int thrown = data & 0x8;
                switch (data & ~0x8) {
                    case 3:
                        return 1 | thrown;
                    case 4:
                        return 2 | thrown;
                    case 2:
                        return 3 | thrown;
                    case 1:
                        return 4 | thrown;
                    // 0 and 5 are vertical
                }
                break;
            }

            case BlockID.LEVER: {
                int thrown = data & 0x8;
                switch (data & ~0x8) {
                    case 3:
                        return 1 | thrown;
                    case 4:
                        return 2 | thrown;
                    case 2:
                        return 3 | thrown;
                    case 1:
                        return 4 | thrown;
                    case 6:
                        return 5 | thrown;
                    case 5:
                        return 6 | thrown;
                    case 0:
                        return 7 | thrown;
                    case 7:
                        return 0 | thrown;
                }
                break;
            }

            case BlockID.WOODEN_DOOR:
            case BlockID.IRON_DOOR:
                if ((data & 0x8) != 0) {
                    // door top halves contain no orientation information
                    break;
                }

            /* FALL-THROUGH */

            case BlockID.COCOA_PLANT:
            case BlockID.TRIPWIRE_HOOK: {
                int extra = data & ~0x3;
                int withoutFlags = data & 0x3;
                switch (withoutFlags) {
                    case 1:
                        return 0 | extra;
                    case 2:
                        return 1 | extra;
                    case 3:
                        return 2 | extra;
                    case 0:
                        return 3 | extra;
                }
                break;
            }
            case BlockID.SIGN_POST:
                return (data + 12) % 16;

            case BlockID.LADDER:
            case BlockID.WALL_SIGN:
            case BlockID.CHEST:
            case BlockID.FURNACE:
            case BlockID.BURNING_FURNACE:
            case BlockID.ENDER_CHEST:
            case BlockID.TRAPPED_CHEST:
            case BlockID.HOPPER: {
                int extra = data & 0x8;
                int withoutFlags = data & ~0x8;
                switch (withoutFlags) {
                    case 5:
                        return 2 | extra;
                    case 4:
                        return 3 | extra;
                    case 2:
                        return 4 | extra;
                    case 3:
                        return 5 | extra;
                }
                break;
            }
            case 198: // BlockID.END_ROD
            case BlockID.DISPENSER:
            case BlockID.DROPPER:
                int dispPower = data & 0x8;
                switch (data & ~0x8) {
                    case 5:
                        return 2 | dispPower;
                    case 4:
                        return 3 | dispPower;
                    case 2:
                        return 4 | dispPower;
                    case 3:
                        return 5 | dispPower;
                }
                break;
            case BlockID.PUMPKIN:
            case BlockID.JACKOLANTERN:
                switch (data) {
                    case 1:
                        return 0;
                    case 2:
                        return 1;
                    case 3:
                        return 2;
                    case 0:
                        return 3;
                }
                break;
            case BlockID.HAY_BLOCK:
            case BlockID.LOG:
            case BlockID.LOG2:
                if (data >= 4 && data <= 11) data ^= 0xc;
                break;

            case BlockID.COMPARATOR_OFF:
            case BlockID.COMPARATOR_ON:
            case BlockID.REDSTONE_REPEATER_OFF:
            case BlockID.REDSTONE_REPEATER_ON:
                int dir = data & 0x03;
                int delay = data - dir;
                switch (dir) {
                    case 1:
                        return 0 | delay;
                    case 2:
                        return 1 | delay;
                    case 3:
                        return 2 | delay;
                    case 0:
                        return 3 | delay;
                }
                break;

            case BlockID.TRAP_DOOR:
            case BlockID.IRON_TRAP_DOOR:
                int withoutOrientation = data & ~0x3;
                int orientation = data & 0x3;
                switch (orientation) {
                    case 3:
                        return 0 | withoutOrientation;
                    case 2:
                        return 1 | withoutOrientation;
                    case 0:
                        return 2 | withoutOrientation;
                    case 1:
                        return 3 | withoutOrientation;
                }

            case BlockID.PISTON_BASE:
            case BlockID.PISTON_STICKY_BASE:
            case BlockID.PISTON_EXTENSION:
                final int rest = data & ~0x7;
                switch (data & 0x7) {
                    case 5:
                        return 2 | rest;
                    case 4:
                        return 3 | rest;
                    case 2:
                        return 4 | rest;
                    case 3:
                        return 5 | rest;
                }
                break;

            case BlockID.BROWN_MUSHROOM_CAP:
            case BlockID.RED_MUSHROOM_CAP:
                if (data >= 10) return data;
                return (data * 7) % 10;

            case BlockID.VINE:
                return ((data >> 1) | (data << 3)) & 0xf;

            case BlockID.FENCE_GATE:
                return ((data + 3) & 0x3) | (data & ~0x3);

            case BlockID.ANVIL:
                int damage = data & ~0x3;
                switch (data & 0x3) {
                    case 0:
                        return 1 | damage;
                    case 2:
                        return 3 | damage;
                    case 1:
                        return 2 | damage;
                    case 3:
                        return 0 | damage;
                }
                break;

            case BlockID.BED:
                return data & ~0x3 | (data - 1) & 0x3;

            case BlockID.HEAD:
                switch (data) {
                    case 2:
                        return 4;
                    case 3:
                        return 5;
                    case 4:
                        return 3;
                    case 5:
                        return 2;
                }
        }

        return data;
    }

    /**
     * Flip a block's data value.
     *
     * @param type the type ID of the bock
     * @param data the data ID of the block
     * @return the new data value
     */
    public static int flip(int type, int data) {
        return rotate90(type, rotate90(type, data));
    }

    /**
     * Flip a block's data value.
     *
     * @param type      the type ID of the bock
     * @param data      the data ID of the block
     * @param direction the direction to flip
     * @return the new data value
     */
    public static int flip(int type, int data, FlipDirection direction) {
        int flipX = 0;
        int flipY = 0;
        int flipZ = 0;

        switch (direction) {
            case NORTH_SOUTH:
                flipZ = 1;
                break;

            case WEST_EAST:
                flipX = 1;
                break;

            case UP_DOWN:
                flipY = 1;
                break;
        }

        switch (type) {
            case BlockID.TORCH:
            case BlockID.REDSTONE_TORCH_OFF:
            case BlockID.REDSTONE_TORCH_ON:
                if (data < 1 || data > 4) break;
                switch (data) {
                    case 1:
                        return data + flipX;
                    case 2:
                        return data - flipX;
                    case 3:
                        return data + flipZ;
                    case 4:
                        return data - flipZ;
                }
                break;

            case BlockID.STONE_BUTTON:
            case BlockID.WOODEN_BUTTON: {
                switch (data & ~0x8) {
                    case 1:
                        return data + flipX;
                    case 2:
                        return data - flipX;
                    case 3:
                        return data + flipZ;
                    case 4:
                        return data - flipZ;
                    case 0:
                    case 5:
                        return data ^ (flipY * 5);
                }
                break;
            }

            case BlockID.LEVER:
                switch (data & ~0x8) {
                    case 1:
                        return data + flipX;
                    case 2:
                        return data - flipX;
                    case 3:
                        return data + flipZ;
                    case 4:
                        return data - flipZ;
                    case 5:
                    case 7:
                        return data ^ flipY << 1;
                    case 6:
                    case 0:
                        return data ^ flipY * 6;
                }
                break;

            case BlockID.MINECART_TRACKS:
                switch (data) {
                    case 6:
                        return data + flipX + flipZ * 3;
                    case 7:
                        return data - flipX + flipZ;
                    case 8:
                        return data + flipX - flipZ;
                    case 9:
                        return data - flipX - flipZ * 3;
                }
            /* FALL-THROUGH */

            case BlockID.POWERED_RAIL:
            case BlockID.DETECTOR_RAIL:
            case BlockID.ACTIVATOR_RAIL:
                switch (data & 0x7) {
                    case 0:
                    case 1:
                        return data;
                    case 2:
                    case 3:
                        return data ^ flipX;
                    case 4:
                    case 5:
                        return data ^ flipZ;
                }
                break;

            case BlockID.STEP:
            case BlockID.WOODEN_STEP:
                return data ^ (flipY << 3);

            case 203: // BlockId.PURPUR_STAIRS
            case BlockID.RED_SANDSTONE_STAIRS:
            case BlockID.OAK_WOOD_STAIRS:
            case BlockID.COBBLESTONE_STAIRS:
            case BlockID.BRICK_STAIRS:
            case BlockID.STONE_BRICK_STAIRS:
            case BlockID.NETHER_BRICK_STAIRS:
            case BlockID.SANDSTONE_STAIRS:
            case BlockID.SPRUCE_WOOD_STAIRS:
            case BlockID.BIRCH_WOOD_STAIRS:
            case BlockID.JUNGLE_WOOD_STAIRS:
            case BlockID.QUARTZ_STAIRS:
            case BlockID.ACACIA_STAIRS:
            case BlockID.DARK_OAK_STAIRS:
                data ^= flipY << 2;
                switch (data) {
                    case 0:
                    case 1:
                    case 4:
                    case 5:
                        return data ^ flipX;
                    case 2:
                    case 3:
                    case 6:
                    case 7:
                        return data ^ flipZ;
                }
                break;

            case BlockID.WOODEN_DOOR:
            case BlockID.IRON_DOOR:
                if ((data & 0x8) != 0) {
                    // door top halves contain no orientation information
                    break;
                }

                switch (data & 0x3) {
                    case 0:
                        return data + flipX + flipZ * 3;
                    case 1:
                        return data - flipX + flipZ;
                    case 2:
                        return data + flipX - flipZ;
                    case 3:
                        return data - flipX - flipZ * 3;
                }
                break;

            case BlockID.SIGN_POST:
                switch (direction) {
                    case NORTH_SOUTH:
                        return (16 - data) & 0xf;
                    case WEST_EAST:
                        return (8 - data) & 0xf;
                    default:
                }
                break;

            case BlockID.LADDER:
            case BlockID.WALL_SIGN:
            case BlockID.CHEST:
            case BlockID.FURNACE:
            case BlockID.BURNING_FURNACE:
            case BlockID.ENDER_CHEST:
            case BlockID.TRAPPED_CHEST:
            case BlockID.HOPPER:
                int extra = data & 0x8;
                int withoutFlags = data & ~0x8;
                switch (withoutFlags) {
                    case 2:
                    case 3:
                        return (data ^ flipZ) | extra;
                    case 4:
                    case 5:
                        return (data ^ flipX) | extra;
                }
                break;

            case 198: // BlockID.END_ROD
            case BlockID.DROPPER:
            case BlockID.DISPENSER:
                int dispPower = data & 0x8;
                switch (data & ~0x8) {
                    case 2:
                    case 3:
                        return (data ^ flipZ) | dispPower;
                    case 4:
                    case 5:
                        return (data ^ flipX) | dispPower;
                    case 0:
                    case 1:
                        return (data ^ flipY) | dispPower;
                }
                break;

            case BlockID.PUMPKIN:
            case BlockID.JACKOLANTERN:
                if (data > 3) break;
            /* FALL-THROUGH */

            case BlockID.REDSTONE_REPEATER_OFF:
            case BlockID.REDSTONE_REPEATER_ON:
            case BlockID.COMPARATOR_OFF:
            case BlockID.COMPARATOR_ON:
            case BlockID.COCOA_PLANT:
            case BlockID.TRIPWIRE_HOOK:
                switch (data & 0x3) {
                    case 0:
                    case 2:
                        return data ^ (flipZ << 1);
                    case 1:
                    case 3:
                        return data ^ (flipX << 1);
                }
                break;

            case BlockID.TRAP_DOOR:
            case BlockID.IRON_TRAP_DOOR:
                switch (data & 0x3) {
                    case 0:
                    case 1:
                        return data ^ flipZ;
                    case 2:
                    case 3:
                        return data ^ flipX;
                }
                break;

            case BlockID.PISTON_BASE:
            case BlockID.PISTON_STICKY_BASE:
            case BlockID.PISTON_EXTENSION:
                switch (data & ~0x8) {
                    case 0:
                    case 1:
                        return data ^ flipY;
                    case 2:
                    case 3:
                        return data ^ flipZ;
                    case 4:
                    case 5:
                        return data ^ flipX;
                }
                break;

            case BlockID.RED_MUSHROOM_CAP:
            case BlockID.BROWN_MUSHROOM_CAP:
                switch (data) {
                    case 1:
                    case 4:
                    case 7:
                        data += flipX * 2;
                        break;
                    case 3:
                    case 6:
                    case 9:
                        data -= flipX * 2;
                        break;
                }
                switch (data) {
                    case 1:
                    case 2:
                    case 3:
                        return data + flipZ * 6;
                    case 7:
                    case 8:
                    case 9:
                        return data - flipZ * 6;
                }
                break;

            case BlockID.VINE:
                final int bit1, bit2;
                switch (direction) {
                    case NORTH_SOUTH:
                        bit1 = 0x2;
                        bit2 = 0x8;
                        break;
                    case WEST_EAST:
                        bit1 = 0x1;
                        bit2 = 0x4;
                        break;
                    default:
                        return data;
                }
                int newData = data & ~(bit1 | bit2);
                if ((data & bit1) != 0) newData |= bit2;
                if ((data & bit2) != 0) newData |= bit1;
                return newData;

            case BlockID.FENCE_GATE:
                switch (data & 0x3) {
                    case 0:
                    case 2:
                        return data ^ flipZ << 1;
                    case 1:
                    case 3:
                        return data ^ flipX << 1;
                }
                break;

            case BlockID.BED:
                switch (data & 0x3) {
                    case 0:
                    case 2:
                        return data ^ flipZ << 1;
                    case 1:
                    case 3:
                        return data ^ flipX << 1;
                }
                break;

            case BlockID.HEAD:
                switch (data) {
                    case 2:
                    case 3:
                        return data ^ flipZ;
                    case 4:
                    case 5:
                        return data ^ flipX;
                }
                break;

            case BlockID.ANVIL:
                switch (data & 0x3) {
                    case 0:
                    case 2:
                        return data ^ flipZ << 1;
                    case 1:
                    case 3:
                        return data ^ flipX << 1;
                }
                break;

        }

        return data;
    }

    /**
     * Cycle a block's data value. This usually goes through some rotational pattern
     * depending on the block. If it returns -1, it means the id and data specified
     * do not have anything to cycle to.
     *
     * @param type      block id to be cycled
     * @param data      block data value that it starts at
     * @param increment whether to go forward (1) or backward (-1) in the cycle
     * @return the new data value for the block
     */
    public static int cycle(int type, int data, int increment) {
        if (increment != -1 && increment != 1) {
            throw new IllegalArgumentException("Increment must be 1 or -1.");
        }

        int store;
        switch (type) {

            // special case here, going to use "forward" for type and "backward" for orientation
            case BlockID.LOG:
            case BlockID.LOG2:
                if (increment == -1) {
                    store = data & 0x3; // copy bottom (type) bits
                    return mod((data & ~0x3) + 4, 16) | store; // switch orientation with top bits and reapply bottom bits;
                } else {
                    store = data & ~0x3; // copy top (orientation) bits
                    return mod((data & 0x3) + 1, 4) | store;  // switch type with bottom bits and reapply top bits
                }

                // <del>same here</del> - screw you unit tests
        /*case BlockID.QUARTZ_BLOCK:
            if (increment == -1 && data > 2) {
                switch (data) {
                case 2: return 3;
                case 3: return 4;
                case 4: return 2;
                }
            } else if (increment == 1) {
                switch (data) {
                case 0:
                    return 1;
                case 1:
                    return 2;
                case 2:
                case 3:
                case 4:
                    return 0;
                }
            } else {
                return -1;
            }*/

            case BlockID.LONG_GRASS:
            case BlockID.SANDSTONE:
            case BlockID.DIRT:
                if (data > 2) return -1;
                return mod((data + increment), 3);

            case BlockID.TORCH:
            case BlockID.REDSTONE_TORCH_ON:
            case BlockID.REDSTONE_TORCH_OFF:
                if (data < 1 || data > 4) return -1;
                return mod((data - 1 + increment), 4) + 1;

            case 203: // BlockId.PURPUR_STAIRS
            case BlockID.RED_SANDSTONE_STAIRS:
            case BlockID.OAK_WOOD_STAIRS:
            case BlockID.COBBLESTONE_STAIRS:
            case BlockID.BRICK_STAIRS:
            case BlockID.STONE_BRICK_STAIRS:
            case BlockID.NETHER_BRICK_STAIRS:
            case BlockID.SANDSTONE_STAIRS:
            case BlockID.SPRUCE_WOOD_STAIRS:
            case BlockID.BIRCH_WOOD_STAIRS:
            case BlockID.JUNGLE_WOOD_STAIRS:
            case BlockID.QUARTZ_STAIRS:
            case BlockID.ACACIA_STAIRS:
            case BlockID.DARK_OAK_STAIRS:
                if (data > 7) return -1;
                return mod((data + increment), 8);

            case BlockID.STONE_BRICK:
            case BlockID.QUARTZ_BLOCK:
            case BlockID.PUMPKIN:
            case BlockID.JACKOLANTERN:
            case BlockID.NETHER_WART:
            case BlockID.CAULDRON:
            case BlockID.WOODEN_STEP:
            case BlockID.DOUBLE_WOODEN_STEP:
            case BlockID.HAY_BLOCK:
                if (data > 3) return -1;
                return mod((data + increment), 4);

            case BlockID.STEP:
            case BlockID.DOUBLE_STEP:
            case BlockID.CAKE_BLOCK:
            case BlockID.PISTON_BASE:
            case BlockID.PISTON_STICKY_BASE:
            case BlockID.SILVERFISH_BLOCK:
                if (data > 5) return -1;
                return mod((data + increment), 6);

            case BlockID.DOUBLE_PLANT:
                store = data & 0x8; // top half flag
                data &= ~0x8;
                if (data > 5) return -1;
                return mod((data + increment), 6) | store;

            case BlockID.CROPS:
            case BlockID.PUMPKIN_STEM:
            case BlockID.MELON_STEM:
                if (data > 6) return -1;
                return mod((data + increment), 7);

            case BlockID.SOIL:
            case BlockID.RED_FLOWER:
                if (data > 8) return -1;
                return mod((data + increment), 9);

            case BlockID.RED_MUSHROOM_CAP:
            case BlockID.BROWN_MUSHROOM_CAP:
                if (data > 10) return -1;
                return mod((data + increment), 11);

            case BlockID.CACTUS:
            case BlockID.REED:
            case BlockID.SIGN_POST:
            case BlockID.VINE:
            case BlockID.SNOW:
            case BlockID.COCOA_PLANT:
                if (data > 15) return -1;
                return mod((data + increment), 16);

            case BlockID.FURNACE:
            case BlockID.BURNING_FURNACE:
            case BlockID.WALL_SIGN:
            case BlockID.LADDER:
            case BlockID.CHEST:
            case BlockID.ENDER_CHEST:
            case BlockID.TRAPPED_CHEST:
            case BlockID.HOPPER:
                int extra = data & 0x8;
                int withoutFlags = data & ~0x8;
                if (withoutFlags < 2 || withoutFlags > 5) return -1;
                return (mod((withoutFlags - 2 + increment), 4) + 2) | extra;

            case 198: // BlockID.END_ROD
            case BlockID.DISPENSER:
            case BlockID.DROPPER:
                store = data & 0x8;
                data &= ~0x8;
                if (data > 5) return -1;
                return mod((data + increment), 6) | store;

            case BlockID.REDSTONE_REPEATER_OFF:
            case BlockID.REDSTONE_REPEATER_ON:
            case BlockID.COMPARATOR_OFF:
            case BlockID.COMPARATOR_ON:
            case BlockID.TRAP_DOOR:
            case BlockID.FENCE_GATE:
            case BlockID.LEAVES:
            case BlockID.LEAVES2:
                if (data > 7) return -1;
                store = data & ~0x3;
                return mod(((data & 0x3) + increment), 4) | store;

            case BlockID.MINECART_TRACKS:
                if (data < 6 || data > 9) return -1;
                return mod((data - 6 + increment), 4) + 6;

            case BlockID.SAPLING:
                if ((data & 0x3) == 3 || data > 15) return -1;
                store = data & ~0x3;
                return mod(((data & 0x3) + increment), 3) | store;

            case BlockID.FLOWER_POT:
                if (data > 13) return -1;
                return mod((data + increment), 14);

            case BlockID.CLOTH:
            case BlockID.STAINED_CLAY:
            case BlockID.CARPET:
            case BlockID.STAINED_GLASS:
            case BlockID.STAINED_GLASS_PANE:
                if (increment == 1) {
                    data = nextClothColor(data);
                } else if (increment == -1) {
                    data = prevClothColor(data);
                }
                return data;

            default:
                return -1;
        }
    }

    /**
     * Returns the data value for the next color of cloth in the rainbow. This
     * should not be used if you want to just increment the data value.
     *
     * @param data the data value
     * @return the next data value
     */
    public static int nextClothColor(int data) {
        switch (data) {
            case ClothColor.ID.WHITE:
                return ClothColor.ID.LIGHT_GRAY;
            case ClothColor.ID.LIGHT_GRAY:
                return ClothColor.ID.GRAY;
            case ClothColor.ID.GRAY:
                return ClothColor.ID.BLACK;
            case ClothColor.ID.BLACK:
                return ClothColor.ID.BROWN;
            case ClothColor.ID.BROWN:
                return ClothColor.ID.RED;
            case ClothColor.ID.RED:
                return ClothColor.ID.ORANGE;
            case ClothColor.ID.ORANGE:
                return ClothColor.ID.YELLOW;
            case ClothColor.ID.YELLOW:
                return ClothColor.ID.LIGHT_GREEN;
            case ClothColor.ID.LIGHT_GREEN:
                return ClothColor.ID.DARK_GREEN;
            case ClothColor.ID.DARK_GREEN:
                return ClothColor.ID.CYAN;
            case ClothColor.ID.CYAN:
                return ClothColor.ID.LIGHT_BLUE;
            case ClothColor.ID.LIGHT_BLUE:
                return ClothColor.ID.BLUE;
            case ClothColor.ID.BLUE:
                return ClothColor.ID.PURPLE;
            case ClothColor.ID.PURPLE:
                return ClothColor.ID.MAGENTA;
            case ClothColor.ID.MAGENTA:
                return ClothColor.ID.PINK;
            case ClothColor.ID.PINK:
                return ClothColor.ID.WHITE;
        }

        return ClothColor.ID.WHITE;
    }

    /**
     * Returns the data value for the previous ext color of cloth in the rainbow.
     * This should not be used if you want to just increment the data value.
     *
     * @param data the data value
     * @return the new data value
     */
    public static int prevClothColor(int data) {
        switch (data) {
            case ClothColor.ID.LIGHT_GRAY:
                return ClothColor.ID.WHITE;
            case ClothColor.ID.GRAY:
                return ClothColor.ID.LIGHT_GRAY;
            case ClothColor.ID.BLACK:
                return ClothColor.ID.GRAY;
            case ClothColor.ID.BROWN:
                return ClothColor.ID.BLACK;
            case ClothColor.ID.RED:
                return ClothColor.ID.BROWN;
            case ClothColor.ID.ORANGE:
                return ClothColor.ID.RED;
            case ClothColor.ID.YELLOW:
                return ClothColor.ID.ORANGE;
            case ClothColor.ID.LIGHT_GREEN:
                return ClothColor.ID.YELLOW;
            case ClothColor.ID.DARK_GREEN:
                return ClothColor.ID.LIGHT_GREEN;
            case ClothColor.ID.CYAN:
                return ClothColor.ID.DARK_GREEN;
            case ClothColor.ID.LIGHT_BLUE:
                return ClothColor.ID.CYAN;
            case ClothColor.ID.BLUE:
                return ClothColor.ID.LIGHT_BLUE;
            case ClothColor.ID.PURPLE:
                return ClothColor.ID.BLUE;
            case ClothColor.ID.MAGENTA:
                return ClothColor.ID.PURPLE;
            case ClothColor.ID.PINK:
                return ClothColor.ID.MAGENTA;
            case ClothColor.ID.WHITE:
                return ClothColor.ID.PINK;
        }

        return ClothColor.ID.WHITE;
    }

    /**
     * Better modulo, not just remainder.
     */
    private static int mod(int x, int y) {
        int res = x % y;
        return res < 0 ? res + y : res;
    }

    public static Class<?> inject() {
        return BlockData.class;
    }

}