diff options
Diffstat (limited to 'src/sim/materials/water.rs')
| -rw-r--r-- | src/sim/materials/water.rs | 46 |
1 files changed, 18 insertions, 28 deletions
diff --git a/src/sim/materials/water.rs b/src/sim/materials/water.rs index d875aee..65782dd 100644 --- a/src/sim/materials/water.rs +++ b/src/sim/materials/water.rs @@ -4,21 +4,21 @@ use crate::sim::sim::UpdateCtx; pub fn sim_update(ctx: &mut UpdateCtx) { // if the water can fall, do so if ctx.candidates_swap(&[ - (ctx.self_x, ctx.self_y + 1), - (ctx.self_x - 1 + 2 * ctx.seqno_parity as i32, ctx.self_y + 1), - (ctx.self_x + 1 - 2 * ctx.seqno_parity as i32, ctx.self_y + 1), + (0, 1), + (-1 + 2 * ctx.seqno_parity as i32, 1), + (1 - 2 * ctx.seqno_parity as i32, 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.board.cell_at_position(ctx.self_x - 1, ctx.self_y); - let can_move_left = left_target - .is_some_and(|c| c.material.def().density < ctx.self_cell.material.def().density); - let right_target = ctx.board.cell_at_position(ctx.self_x + 1, ctx.self_y); - let can_move_right = right_target - .is_some_and(|c| c.material.def().density < ctx.self_cell.material.def().density); + 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 { @@ -40,39 +40,29 @@ pub fn sim_update(ctx: &mut UpdateCtx) { } let offset = side * (1 + i / 2); - let hole_target = ctx - .board - .cell_at_position(ctx.self_x + offset, ctx.self_y + 1); + let hole_target = ctx.get_cell(offset, 1); if let Some(target) = hole_target - && target.material.def().density < ctx.self_cell.material.def().density + && 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 - let move_target = if side == 1 { right_target } else { left_target }.clone(); // new_target.flags = new_target.flags ^ 0b1; - // safe to unwrap - ctx.board - .set_cell_at_position(ctx.self_x, ctx.self_y, move_target.unwrap()); - ctx.board - .set_cell_at_position(ctx.self_x + side, ctx.self_y, ctx.self_cell); + 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, target_x) = if !can_move_left { - (right_target, 1) + let target_x = if !can_move_left { + 1 } else if !can_move_right { - (left_target, -1) + -1 } else if ctx.seqno_parity % 2 == 1 { - (right_target, 1) + 1 } else { - (left_target, -1) + -1 }; - ctx.board - .set_cell_at_position(ctx.self_x, ctx.self_y, target.unwrap()); - ctx.board - .set_cell_at_position(ctx.self_x + target_x, ctx.self_y, ctx.self_cell); + ctx.candidates_swap(&[(target_x, 0)]); } |
