use core::range::Range; use crate::{ Board, sim::materials::{MATERIALS, MaterialId}, }; // TODO: chunks pub fn sim_tick(board: &mut Board, seqno: u64, delta_time: f32) { // scan bottom to top to enable contiguous falling let seqno_parity = (seqno as u8) & 0b1; let bx = (board.size_x / 2) as i32; let by = (board.size_y / 2) as i32; for y in (-by..by + 1).rev() { // invert scan order on every other frame for col in -bx..bx + 1 { let x = if seqno_parity == 0 { col } else { -col }; let cell = board.cell_at_position(x, y); if let Some(cell) = cell && cell.flags & 0b1 == seqno_parity { let mut cur = cell.clone(); // flip the parity bit cur.flags = cur.flags ^ 0b1; let material = &MATERIALS[cur.material as usize]; match cur.material { MaterialId::Void => {} // TODO abstract density based movement MaterialId::Sand => { for candidate in [ (x, y + 1), (x - 1 + 2 * seqno_parity as i32, y + 1), (x + 1 - 2 * seqno_parity as i32, y + 1), ] { let target = board.cell_at_position(candidate.0, candidate.1); if let Some(target) = target && MATERIALS[target.material as usize].density < material.density { // swap the cells board.set_cell_at_position(x, y, target); board.set_cell_at_position(candidate.0, candidate.1, cur); break; } } } MaterialId::Water => 'water: { // if the water can fall, do so for candidate in [ (x, y + 1), (x - 1 + 2 * seqno_parity as i32, y + 1), (x + 1 - 2 * seqno_parity as i32, y + 1), ] { let target = board.cell_at_position(candidate.0, candidate.1); if let Some(target) = target && MATERIALS[target.material as usize].density < material.density { // swap the cells board.set_cell_at_position(x, y, target); board.set_cell_at_position(candidate.0, candidate.1, cur); break 'water; } } // 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 = board.cell_at_position(x - 1, y); let can_move_left = left_target.is_some_and(|c| { MATERIALS[c.material as usize].density < material.density }); let right_target = board.cell_at_position(x + 1, y); let can_move_right = right_target.is_some_and(|c| { MATERIALS[c.material as usize].density < material.density }); // we can't move down or to other side, so we're stuck if !can_move_left && !can_move_right { break 'water; } // 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 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 target = board.cell_at_position(x + offset, y + 1); if let Some(target) = target && MATERIALS[target.material as usize].density < material.density { // we identified a hole and we know that the space on this side is open // move toward the hole let mut new_target = if side == 1 { right_target } else { left_target }.clone(); // new_target.flags = new_target.flags ^ 0b1; // safe to unwrap board.set_cell_at_position(x, y, new_target.unwrap()); board.set_cell_at_position(x + side, y, cur); break 'water; } } // 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 seqno_parity % 2 == 1 { (right_target, 1) } else { (left_target, -1) }; board.set_cell_at_position(x, y, target.unwrap()); board.set_cell_at_position(x + target_x, y, cur); } } } } } }