Move elements to new module
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@ -0,0 +1,18 @@
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum Element {
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None,
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Air,
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Sand,
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Water,
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}
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impl From<u32> for Element {
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fn from(value: u32) -> Self {
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match value {
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x if x == Element::Air as u32 => Element::Air,
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x if x == Element::Sand as u32 => Element::Sand,
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x if x == Element::Water as u32 => Element::Water,
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_ => Element::None,
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}
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}
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}
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@ -1,3 +1,4 @@
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mod element;
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mod rules;
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mod rules;
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use bevy::{
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use bevy::{
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@ -17,7 +18,10 @@ use rand::Rng;
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use crate::util::DirtyRect;
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use crate::util::DirtyRect;
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use self::rules::{to_rule_state, FallingSandRules};
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use self::{
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element::Element,
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rules::{to_rule_state, FallingSandRules},
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};
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pub struct FallingSandPlugin;
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pub struct FallingSandPlugin;
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@ -222,22 +226,3 @@ pub fn update_chunk_texture_system(
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chunk.dirty_rect.reset();
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chunk.dirty_rect.reset();
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}
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}
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}
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}
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum Element {
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None,
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Air,
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Sand,
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Water,
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}
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impl From<u32> for Element {
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fn from(value: u32) -> Self {
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match value {
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x if x == Element::Air as u32 => Element::Air,
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x if x == Element::Sand as u32 => Element::Sand,
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x if x == Element::Water as u32 => Element::Water,
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_ => Element::None,
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}
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}
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}
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