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path: root/src/sim/lib/force.rs
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use glam::Vec2;
use rand::random_range;
use rapier2d::{dynamics::RigidBodyHandle, parry::bounding_volume::Aabb, pipeline::QueryFilter};

use crate::{
    content::materials::{MaterialForm, MaterialId, fire::FireCellView},
    sim::{cell::Cell, lib::ray::AwDda, particle_manager::particle::Particle, sim_manager::SimCtx},
};

pub fn apply_explosion(
    ctx: &mut SimCtx,
    centre: Vec2,
    radius: i32,
    force_offset: Vec2,
    force_multiplier: f32,
) {
    let get_vel = |pos: Vec2| {
        let d = pos.distance(centre);
        if d < 0.001 || d > radius as f32 {
            return Vec2::ZERO;
        }
        let dir = (pos - centre) / d;
        let falloff = 1.0 - (d / radius as f32);
        (force_offset + dir) * force_multiplier * random_range(0.5..1.5) * falloff
    };

    // cell grid
    for x in -radius..radius {
        for y in -radius..radius {
            if x.pow(2) + y.pow(2) < radius.pow(2) {
                // if there's a cell, convert it to a particle
                let pos = Vec2::new(centre.x + x as f32, centre.y + y as f32);
                let ipos = pos.round().as_ivec2();
                if let Some(cell) = ctx.cell_manager.get_cell_from_game_position(ipos.x, ipos.y) {
                    let mut fire = Cell::from_material(MaterialId::Fire);
                    fire.set_ticks_lived(300);
                    fire.match_parity(ctx.cell_manager.seqno);

                    if cell.material == MaterialId::Void && random_range(0.0..1.0) > 0.5 {
                        if random_range(0.0..1.0) > 0.1 {
                            ctx.cell_manager
                                .set_cell_from_game_position(ipos.x, ipos.y, fire, false);
                        } else {
                            let vel = get_vel(pos);
                            ctx.particle_manager.particles.push(Particle::new(
                                pos,
                                vel,
                                MaterialId::Fire,
                                1.0,
                                0.0,
                            ));
                        }
                    } else if [
                        MaterialForm::Solid,
                        MaterialForm::Liquid,
                        MaterialForm::Powder,
                    ]
                    .contains(&cell.material.def().form)
                    {
                        ctx.cell_manager
                            .set_cell_from_game_position(ipos.x, ipos.y, fire, false);
                        if random_range(0.0..1.0) > 0.6 {
                            let vel = get_vel(pos);
                            ctx.particle_manager.particles.push(Particle::new(
                                pos,
                                vel,
                                cell.material,
                                5.0,
                                0.0,
                            ));
                        }
                    }
                }
            }
        }
    }

    // rigidbodies
    let colliders = ctx
        .rb_manager
        .physics_manager
        .world
        .intersect_aabb_conservative(
            Aabb::new(centre - radius as f32, centre + radius as f32),
            QueryFilter::only_dynamic(),
        );

    let body_handles: Vec<Option<RigidBodyHandle>> = colliders.map(|(_, c)| c.parent()).collect();

    for h in body_handles {
        if let Some(h) = h
            && let Some(body) = ctx.rb_manager.physics_manager.world.bodies.get_mut(h)
        {
            // magic number for good vibes
            body.apply_impulse(get_vel(body.translation()) * 3.0, true);
        }
    }
}

// TODO profile packing entity ID into cells?
// TODO sink power in a radius around the impact
// might improve performance by a lot if we don't have to raycast for hit entities
pub fn apply_bullet(ctx: &mut SimCtx, from: Vec2, to: Vec2, power: u32) {
    let dda = AwDda::new(from, to);
    let mut p = power as i32;

    let dir = (to - from).normalize();

    for collision in dda {
        if let Some(cell) = ctx
            .cell_manager
            .get_cell_from_game_position(collision.x, collision.y)
        {
            let m = cell.material.def();
            if ![
                MaterialForm::Solid,
                MaterialForm::Powder,
                MaterialForm::Liquid,
            ]
            .contains(&m.form)
            {
                continue;
            }

            p -= m.density as i32;
            if p <= 0 {
                break;
            }

            ctx.cell_manager.set_cell_from_game_position(
                collision.x,
                collision.y,
                Cell::void(),
                false,
            );

            if random_range(0.0..1.0) > 0.8 {
                ctx.particle_manager.particles.push(Particle::new(
                    collision.as_vec2(),
                    (dir + Vec2::new(random_range(-0.15..0.15), random_range(-0.15..0.15))) * 150.0,
                    cell.material,
                    5.0,
                    0.2,
                ));
            }
        }
    }
}