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-rw-r--r--src/sim/cell/materials/gas.rs78
1 files changed, 11 insertions, 67 deletions
diff --git a/src/sim/cell/materials/gas.rs b/src/sim/cell/materials/gas.rs
index c0cd9f9..2ee7c00 100644
--- a/src/sim/cell/materials/gas.rs
+++ b/src/sim/cell/materials/gas.rs
@@ -1,76 +1,20 @@
+use rand::RngExt;
+
use crate::sim::cell_sim::sim::UpdateCtx;
#[inline]
pub fn sim_update(ctx: &mut UpdateCtx) {
- // if the water can fall, do so
- if ctx.candidates_swap(&[
- (0, -1),
- (-1 + 2 * ctx.seqno_parity as i32, -1),
- (1 - 2 * ctx.seqno_parity as i32, -1),
- ]) {
+ // only allow upward movement some of the time to limit movement speed
+ if ctx.rng.random_range(0.0..1.0) > 0.8 && ctx.candidates_swap(&[(0, -1)]) {
return;
}
-
- // 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 {
+ // same for each horizontal direction
+ if ctx.rng.random_range(0.0..1.0) > 0.8
+ && ctx.candidates_swap(&[(1 - ctx.seqno_parity as i32 * 2, 0)])
+ {
return;
}
-
- // if we can't move left, just move right
- if !can_move_left {
- ctx.candidates_swap(&[(1, 0)]);
- return;
- }
- // and vice versa
- if !can_move_right {
- ctx.candidates_swap(&[(-1, 0)]);
- return;
- }
-
- // 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
- // new_target.flags = new_target.flags ^ 0b1;
- ctx.candidates_swap(&[(side, 0)]);
- return;
- }
- }
-
- // 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)]);
+ if ctx.rng.random_range(0.0..1.0) > 0.8
+ && ctx.candidates_swap(&[(-1 + ctx.seqno_parity as i32 * 2, 0)])
+ {}
}