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path: root/src/sim/entity/entities/entity_grenade.rs
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use glam::{IVec2, Vec2};

use crate::sim::{
    cell::{cell::Cell, materials::MaterialId},
    entity::{EntityBehaviour, EntityCells, EntityDef, EntityUpdateCtx, SimCtx},
    lib::force::apply_explosion,
};

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(true);
        }
    }

    let entity_cells = EntityCells {
        cells: raw_cells,
        size: IVec2::new(w, h),
    };

    EntityDef::from_cells(
        position,
        entity_cells,
        Some(Box::new(GrenadeEntityBehaviour { fuse })),
    )
}