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authorKai Stevenson <kai@kaistevenson.com>2026-08-23 00:38:32 -0700
committerKai Stevenson <kai@kaistevenson.com>2026-08-23 00:38:32 -0700
commit350c74bc8ef61833be11bbb2bab6747245e3ae0d (patch)
treeb9286d694eaedaef93cf36434a5c80e6aa9e8dce /src/content/materials/liquid.rs
parenta0ff76837ca7ed6bd90cedcfee3832c1d9ad2287 (diff)
refactor out content
Diffstat (limited to 'src/content/materials/liquid.rs')
-rw-r--r--src/content/materials/liquid.rs75
1 files changed, 75 insertions, 0 deletions
diff --git a/src/content/materials/liquid.rs b/src/content/materials/liquid.rs
new file mode 100644
index 0000000..6c3bdcd
--- /dev/null
+++ b/src/content/materials/liquid.rs
@@ -0,0 +1,75 @@
+use crate::sim::cell_manager::sim::{PostUpdateAction, UpdateCtx};
+
+#[inline]
+pub fn sim_update(ctx: &mut UpdateCtx) -> PostUpdateAction {
+ // if the water can fall, do so
+ if ctx.swap_or_settle(&[
+ (0, 1),
+ (-1 + 2 * ctx.seqno_parity as i32, 1),
+ (1 - 2 * ctx.seqno_parity as i32, 1),
+ ]) == PostUpdateAction::None
+ {
+ return PostUpdateAction::None;
+ }
+
+ // if the water can't fall, check if we can move left or right
+ // these are inverted on parity so that we don't preference a direction
+ let left_target = ctx.get_cell(-1, 0);
+ let can_move_left =
+ left_target.is_some_and(|c| c.material.def().density < ctx.material.density);
+ let right_target = ctx.get_cell(1, 0);
+ let can_move_right =
+ right_target.is_some_and(|c| c.material.def().density < ctx.material.density);
+
+ // we can't move down or to other side, so we're stuck
+ if !can_move_left && !can_move_right {
+ return PostUpdateAction::Settle;
+ }
+
+ // if we can't move left, just move right
+ if !can_move_left {
+ return ctx.swap_or_settle(&[(1, 0)]);
+ }
+ // and vice versa
+ if !can_move_right {
+ return ctx.swap_or_settle(&[(-1, 0)]);
+ }
+
+ // find the closest hole within 20 pixels (TODO optimize)
+ // a hole is any space below us with a lesser density
+ // prevents equidistance stuck state
+ let starting_side = if ctx.seqno_parity == 0 { 1 } else { -1 };
+ for i in 0..20 {
+ let side = if i % 2 == 0 {
+ starting_side
+ } else {
+ -starting_side
+ };
+
+ let offset = side * (1 + i / 2);
+ let hole_target = ctx.get_cell(offset, 1);
+ if let Some(target) = hole_target
+ && target.material.def().density < ctx.material.density
+ {
+ // we identified a hole and we know that the space on this side is open
+ // move toward the hole
+ return ctx.swap_or_settle(&[(side, 0)]);
+ }
+ }
+
+ return PostUpdateAction::Settle;
+
+ // we didn't find a hole, so just move "randomly" on the same surface
+ // TODO when to settle?
+ // let target_x = if !can_move_left {
+ // 1
+ // } else if !can_move_right {
+ // -1
+ // } else if ctx.seqno_parity % 2 == 1 {
+ // 1
+ // } else {
+ // -1
+ // };
+
+ // ctx.candidates_swap(&[(target_x, 0)]);
+}