Add comments to update system
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@ -182,7 +182,7 @@ pub fn simulate_chunk_system(mut chunk: Query<&mut Chunk>) {
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let mut chunk = chunk.unwrap();
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// Simulate sand
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// Determine which Margolus neighbourhood offset we're using this update
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let offset = if chunk.step == 0 {
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(0, 0)
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} else if chunk.step == 1 {
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@ -194,11 +194,16 @@ pub fn simulate_chunk_system(mut chunk: Query<&mut Chunk>) {
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};
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chunk.step = (chunk.step + 1) % 4;
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// We're operating on 2x2 blocks of cells
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for block_y in 0..(chunk.height / 2) {
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let y = block_y * 2 + offset.1;
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for block_x in 0..(chunk.width / 2) {
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let x = block_x * 2 + offset.0;
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// Get all the cells in our block and convert them to a rule state for lookup
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// Because our offset can cause cell look-ups to go ourside of the grid we have
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// a default `Element::None`
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// Cells are obtained in the order top-left, top-right, bottom-left, bottom-right
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let start_state = to_rule_state((
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chunk.get_cell(x, y + 1).unwrap_or(Element::None),
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chunk.get_cell(x + 1, y + 1).unwrap_or(Element::None),
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@ -206,6 +211,9 @@ pub fn simulate_chunk_system(mut chunk: Query<&mut Chunk>) {
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chunk.get_cell(x + 1, y).unwrap_or(Element::None),
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));
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let end_state = chunk.get_rule_result(start_state);
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// We only need to actually update things if the state changed
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// Same ordering as above.
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if start_state != end_state {
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if (start_state & 0xFF000000) != (end_state & 0xFF000000) {
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chunk.set_cell(x, y + 1, Element::from((start_state >> 24) & 0xFF));
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