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), ]) { 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 { 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)]); }