1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
|
use rand::RngExt;
use crate::sim::{cell::Cell, materials::MaterialId, sim::UpdateCtx};
trait FireCellView {
fn get_ticks_lived(self) -> u16;
fn set_ticks_lived(&mut self, ticks: u16) -> ();
fn is_flammable(self) -> bool;
}
impl FireCellView for Cell {
fn get_ticks_lived(self) -> u16 {
self.data
}
fn set_ticks_lived(&mut self, ticks: u16) -> () {
self.data = ticks;
}
// this could be a property of the material def, I think it's better here for now
fn is_flammable(self) -> bool {
[MaterialId::Wood].contains(&self.material)
}
}
#[inline]
pub fn sim_update(ctx: &mut UpdateCtx) {
let ticks_lived = ctx.cell.get_ticks_lived();
// 2 seconds
if ticks_lived > 240 {
// kill ourselves, with a chance to turn into ash
if ctx.rng.random_range(0.0..1.0) > 0.8 {
// TODO ash material
ctx.set_cell(0, 0, Cell::from_material(MaterialId::Sand));
} else {
ctx.set_cell(0, 0, Cell::void());
}
return;
}
// 4 times in our lifespan, try to spread in a random direction
// since it's random, fire may die out if there's nothing in that direction
// a 1-thick line of flammable cells has a 31% chance to die each iteration
if ticks_lived % 60 == 0 {
let (dx, dy) = (ctx.rng.random_range(-1..=1), ctx.rng.random_range(-1..=1));
if let Some(target) = ctx.get_cell(dx, dy)
&& target.is_flammable()
{
ctx.set_cell(dx, dy, Cell::from_material(MaterialId::Fire));
}
}
ctx.cell.set_ticks_lived(ticks_lived + 1);
ctx.set_cell(0, 0, *ctx.cell);
}
|