use rand::RngExt; use crate::sim::{cell::Cell, materials::MaterialId, sim::UpdateCtx}; trait FireCellView { fn get_ticks_lived(self) -> u16; fn set_ticks_lived(&mut self, ticks: u16) -> (); fn is_flammable(self) -> bool; } impl FireCellView for Cell { fn get_ticks_lived(self) -> u16 { self.data } fn set_ticks_lived(&mut self, ticks: u16) -> () { self.data = ticks; } // this could be a property of the material def, I think it's better here for now fn is_flammable(self) -> bool { [MaterialId::Wood].contains(&self.material) } } #[inline] pub fn sim_update(ctx: &mut UpdateCtx) { let ticks_lived = ctx.cell.get_ticks_lived(); // 2 seconds if ticks_lived > 240 { // kill ourselves, with a chance to turn into ash if ctx.rng.random_range(0.0..1.0) > 0.8 { // TODO ash material ctx.set_cell(0, 0, Cell::from_material(MaterialId::Sand)); } else { ctx.set_cell(0, 0, Cell::void()); } return; } // 4 times in our lifespan, try to spread in a random direction // since it's random, fire may die out if there's nothing in that direction // a 1-thick line of flammable cells has a 31% chance to die each iteration if ticks_lived % 60 == 0 { let (dx, dy) = (ctx.rng.random_range(-1..=1), ctx.rng.random_range(-1..=1)); if let Some(target) = ctx.get_cell(dx, dy) && target.is_flammable() { ctx.set_cell(dx, dy, Cell::from_material(MaterialId::Fire)); } } ctx.cell.set_ticks_lived(ticks_lived + 1); ctx.set_cell(0, 0, *ctx.cell); }