Make rule checking directly take and output elements

This commit is contained in:
Jarrod Doyle 2024-02-01 13:51:33 +00:00
parent d40c870caf
commit bc101702aa
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
2 changed files with 34 additions and 27 deletions

View File

@ -101,14 +101,28 @@ impl Default for FallingSandRules {
}
impl FallingSandRules {
pub fn get_result(&self, input_rule: u32) -> u32 {
match self.rules.get(&input_rule) {
pub fn get_result(
&self,
input: (Element, Element, Element, Element),
) -> (Element, Element, Element, Element) {
let input_rule = to_rule_state(input);
let output_rule = match self.rules.get(&input_rule) {
Some(&result) => result,
None => input_rule,
}
};
from_rule_state(output_rule)
}
}
pub fn to_rule_state(input: (Element, Element, Element, Element)) -> u32 {
fn to_rule_state(input: (Element, Element, Element, Element)) -> u32 {
((input.0 as u32) << 24) + ((input.1 as u32) << 16) + ((input.2 as u32) << 8) + input.3 as u32
}
fn from_rule_state(input: u32) -> (Element, Element, Element, Element) {
(
Element::from((input >> 24) & 0xFF),
Element::from((input >> 16) & 0xFF),
Element::from((input >> 8) & 0xFF),
Element::from(input & 0xFF),
)
}

View File

@ -5,11 +5,7 @@ use bevy::{
};
use rand::Rng;
use super::{
element::Element,
rules::{to_rule_state, FallingSandRules},
Chunk,
};
use super::{element::Element, rules::FallingSandRules, Chunk};
pub fn place_sand(mut query: Query<&mut Chunk>) {
for mut chunk in &mut query {
@ -43,30 +39,27 @@ pub fn simulate_chunk(rules: Res<FallingSandRules>, mut query: Query<&mut Chunk>
// Get all the cells in our block and convert them to a rule state for lookup
// Because our offset can cause cell look-ups to go ourside of the grid we have
// a default `Element::None`
// Cells are obtained in the order top-left, top-right, bottom-left, bottom-right
let start_state = to_rule_state((
// Cells blocks are in the order top-left, top-right, bottom-left, bottom-right
let in_elements = (
chunk.get_cell(x, y + 1).unwrap_or(Element::None),
chunk.get_cell(x + 1, y + 1).unwrap_or(Element::None),
chunk.get_cell(x, y).unwrap_or(Element::None),
chunk.get_cell(x + 1, y).unwrap_or(Element::None),
));
let end_state = rules.get_result(start_state);
);
let out_elements = rules.get_result(in_elements);
// We only need to actually update things if the state changed
// Same ordering as above.
if start_state != end_state {
if (start_state & 0xFF000000) != (end_state & 0xFF000000) {
chunk.set_cell(x, y + 1, Element::from((end_state >> 24) & 0xFF));
}
if (start_state & 0x00FF0000) != (end_state & 0x00FF0000) {
chunk.set_cell(x + 1, y + 1, Element::from((end_state >> 16) & 0xFF));
}
if (start_state & 0x0000FF00) != (end_state & 0x0000FF00) {
chunk.set_cell(x, y, Element::from((end_state >> 8) & 0xFF));
}
if (start_state & 0x000000FF) != (end_state & 0x000000FF) {
chunk.set_cell(x + 1, y, Element::from(end_state & 0xFF));
}
if in_elements.0 != out_elements.0 {
chunk.set_cell(x, y + 1, out_elements.0);
}
if in_elements.1 != out_elements.1 {
chunk.set_cell(x + 1, y + 1, out_elements.1);
}
if in_elements.2 != out_elements.2 {
chunk.set_cell(x, y, out_elements.2);
}
if in_elements.3 != out_elements.3 {
chunk.set_cell(x + 1, y, out_elements.3);
}
}
}