From 7ce9781f86c56f932dabc3bc84b8d21d7be8fecc Mon Sep 17 00:00:00 2001 From: Kai Stevenson Date: Tue, 11 Aug 2026 20:41:41 -0700 Subject: refactor sim loop --- src/sim/materials/water.rs | 78 ++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 78 insertions(+) create mode 100644 src/sim/materials/water.rs (limited to 'src/sim/materials/water.rs') 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); +} -- cgit v1.3.1