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|
use glam::Vec2;
use rand::random_range;
use rapier2d::{dynamics::RigidBodyHandle, parry::bounding_volume::Aabb, pipeline::QueryFilter};
use crate::{
config::CELLS_TO_METRES,
content::materials::{MaterialForm, MaterialId},
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);
ctx.cell_manager
.set_data_from_game_position(ipos.x, ipos.y, 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) / CELLS_TO_METRES,
(centre + radius as f32) / CELLS_TO_METRES,
),
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 divisor number for good vibes
body.apply_impulse(get_vel(body.translation() * CELLS_TO_METRES) / 3.0, true);
}
}
}
// TODO profile packing entity ID into cells?
// 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,
));
}
}
}
}
|