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use glam::IVec2;
use crate::{
config::{CELLS_IN_CHUNK, CHUNK_SIZE},
content::materials::{MaterialForm, MaterialId},
sim::{cell::Cell, lib::marching_squares::Marchable},
};
pub struct Chunk {
pub cells: Box<[Cell; CELLS_IN_CHUNK]>,
pub sleeping: bool,
pub needs_texture_update: bool,
}
impl Chunk {
#[inline]
pub fn get_cell_at_local_position(&self, x: u8, y: u8) -> Cell {
self.cells[x as usize + y as usize * CHUNK_SIZE as usize]
}
#[inline]
pub fn set_cell_at_local_position(&mut self, x: u8, y: u8, cell: Cell) {
self.cells[x as usize + y as usize * CHUNK_SIZE as usize] = cell;
}
pub fn void() -> Self {
Chunk {
cells: Box::new([Cell::void(); CELLS_IN_CHUNK]),
sleeping: true,
needs_texture_update: true,
}
}
pub fn floor() -> Self {
let mut c = Chunk {
cells: Box::new([Cell::void(); CELLS_IN_CHUNK]),
sleeping: true,
needs_texture_update: true,
};
for x in 0..CHUNK_SIZE {
c.set_cell_at_local_position(
x as u8,
CHUNK_SIZE as u8 - 1,
Cell::from_material(MaterialId::Steel),
);
}
c
}
}
impl Marchable for Chunk {
fn occupied(&self, pos: IVec2) -> bool {
if pos.x < 0 || pos.x >= CHUNK_SIZE || pos.y < 0 || pos.y >= CHUNK_SIZE {
false
} else {
// we only build a path for solid cells or settled powder cells
let cell = self.get_cell_at_local_position(pos.x as u8, pos.y as u8);
cell.material.def().form == MaterialForm::Solid || cell.settled() > 4
}
}
fn size(&self) -> IVec2 {
IVec2::new(CHUNK_SIZE, CHUNK_SIZE)
}
}
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