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use glam::{IVec2, Vec2};
use crate::{
content::materials::MaterialId,
sim::{
cell::cell::Cell,
entity::{EntityBehaviour, EntityCells, EntityDef, EntityUpdateCtx},
lib::force::apply_explosion,
sim_manager::SimCtx,
},
};
struct GrenadeEntityBehaviour {
pub fuse: f32,
}
impl EntityBehaviour for GrenadeEntityBehaviour {
fn update(&mut self, update_ctx: &mut EntityUpdateCtx, ctx: &mut SimCtx, delta_time: f32) {
self.fuse -= delta_time;
if self.fuse <= 0.0 {
apply_explosion(
ctx,
update_ctx.entity_data.transform(ctx).unwrap().0,
15,
Vec2::new(0.0, -0.6),
200.0,
);
update_ctx.deferred_destroy(update_ctx.entity_data.id);
}
}
}
pub fn entity_grenade_def(position: Vec2, fuse: f32) -> EntityDef {
let w = 3;
let h = 3;
let mut raw_cells = vec![Cell::void(); (w * h) as usize];
for x in 0..w {
for y in 0..h {
let cell_idx = x + y * w;
raw_cells[cell_idx as usize] = Cell::from_material(MaterialId::Steel);
raw_cells[cell_idx as usize].set_entity_integrated(true);
}
}
let entity_cells = EntityCells {
cells: raw_cells,
size: IVec2::new(w, h),
};
EntityDef::from_cells(
position,
entity_cells,
Some(Box::new(GrenadeEntityBehaviour { fuse })),
)
}
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