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-rw-r--r--src/sim/materials/mod.rs10
-rw-r--r--src/sim/materials/sand.rs6
-rw-r--r--src/sim/materials/water.rs46
3 files changed, 26 insertions, 36 deletions
diff --git a/src/sim/materials/mod.rs b/src/sim/materials/mod.rs
index 410236d..86ae7d5 100644
--- a/src/sim/materials/mod.rs
+++ b/src/sim/materials/mod.rs
@@ -14,7 +14,7 @@ pub enum MaterialId {
pub struct MaterialDef {
pub name: &'static str,
- pub color: [u8; 4],
+ pub color: (u8, u8, u8, u8),
pub density: u8,
pub sim_update: Option<fn(ctx: &mut UpdateCtx) -> ()>,
}
@@ -22,25 +22,25 @@ pub struct MaterialDef {
static MATERIALS: [MaterialDef; 4] = [
MaterialDef {
name: "Void",
- color: [0x00, 0x00, 0x00, 0xFF],
+ color: (0x00, 0x00, 0x00, 0xFF),
density: 0,
sim_update: None,
},
MaterialDef {
name: "Sand",
- color: [0xDE, 0xCB, 0x85, 0xFF],
+ color: (0xDE, 0xCB, 0x85, 0xFF),
density: 50,
sim_update: Some(sand::sim_update),
},
MaterialDef {
name: "Wood",
- color: [0x85, 0x56, 0x1D, 0xFF],
+ color: (0x85, 0x56, 0x1D, 0xFF),
density: 50,
sim_update: None,
},
MaterialDef {
name: "Water",
- color: [0x38, 0xA9, 0xFF, 0xFF],
+ color: (0x38, 0xA9, 0xFF, 0xFF),
density: 40,
sim_update: Some(water::sim_update),
},
diff --git a/src/sim/materials/sand.rs b/src/sim/materials/sand.rs
index 6a780f3..ac8889f 100644
--- a/src/sim/materials/sand.rs
+++ b/src/sim/materials/sand.rs
@@ -3,8 +3,8 @@ use crate::sim::sim::UpdateCtx;
#[inline]
pub fn sim_update(ctx: &mut UpdateCtx) {
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),
]);
}
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)]);
}