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); }