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-rw-r--r--src/sim/materials/water.rs78
1 files changed, 78 insertions, 0 deletions
diff --git a/src/sim/materials/water.rs b/src/sim/materials/water.rs
new file mode 100644
index 0000000..d875aee
--- /dev/null
+++ b/src/sim/materials/water.rs
@@ -0,0 +1,78 @@
+use crate::sim::sim::UpdateCtx;
+
+#[inline]
+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),
+ ]) {
+ 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);
+
+ // we can't move down or to other side, so we're stuck
+ if !can_move_left && !can_move_right {
+ 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
+ };
+ if (side == 1 && !can_move_right) || (side == -1 && !can_move_left) {
+ continue;
+ }
+
+ let offset = side * (1 + i / 2);
+ let hole_target = ctx
+ .board
+ .cell_at_position(ctx.self_x + offset, ctx.self_y + 1);
+ if let Some(target) = hole_target
+ && target.material.def().density < ctx.self_cell.material.def().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);
+ 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)
+ } else if !can_move_right {
+ (left_target, -1)
+ } else if ctx.seqno_parity % 2 == 1 {
+ (right_target, 1)
+ } else {
+ (left_target, -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);
+}