harenae-rs/src/falling_sand/rules.rs

124 lines
3.5 KiB
Rust

use bevy::{ecs::system::Resource, utils::HashMap};
use super::{
element::{update_sand, update_water},
Element,
};
pub struct RuleBuilder {
elements: [Element; 4],
processed: [bool; 4],
position: i8,
}
impl RuleBuilder {
pub fn build(input: &[Element; 4]) -> u32 {
let mut block = RuleBuilder {
elements: *input,
processed: [false; 4],
position: 0,
};
for i in 0..4 {
if block.processed[i] {
continue;
}
block.position = i as i8;
let element = block.elements[i];
match element {
Element::Sand => update_sand(&mut block, element),
Element::Water => update_water(&mut block, element),
_ => {}
}
}
to_rule_state(&block.elements)
}
pub fn get(&self, x: i8, y: i8) -> Element {
let x = x + (self.position % 2);
let y = (self.position / 2) - y;
if !(0..2).contains(&x) || !(0..2).contains(&y) {
return Element::None;
}
let idx = (x + y * 2) as usize;
self.elements[idx]
}
pub fn set(&mut self, x: i8, y: i8, element: Element) {
let x = x + (self.position % 2);
let y = (self.position / 2) - y;
if (0..2).contains(&x) && (0..2).contains(&y) {
let idx = (x + y * 2) as usize;
self.elements[idx] = element;
self.processed[idx] = true;
}
}
}
#[derive(Resource)]
pub struct FallingSandRules {
rules: HashMap<u32, u32>,
}
impl Default for FallingSandRules {
fn default() -> Self {
// Build a list of elements
// We do it this way so it automatically handles adding new elements
let mut elements = vec![];
for i in 0..(Element::ElementCount as u32) {
elements.push(Element::from(i));
}
// Attempt to compute a rule for every possible element block permutation
// Only bother keeping the rule if the state actually changes
// TODO: See if there's a better way to build the permutations than nesting loops
let mut rules = HashMap::new();
for a in 0..elements.len() {
for b in 0..elements.len() {
for c in 0..elements.len() {
for d in 0..elements.len() {
let input = [elements[a], elements[b], elements[c], elements[d]];
let in_rule = to_rule_state(&input);
let out_rule = RuleBuilder::build(&input);
if in_rule != out_rule {
rules.insert(in_rule, out_rule);
}
}
}
}
}
Self { rules }
}
}
impl FallingSandRules {
pub fn get_result(&self, input: &[Element; 4]) -> [Element; 4] {
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)
}
}
fn to_rule_state(input: &[Element; 4]) -> 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; 4] {
[
Element::from((input >> 24) & 0xFF),
Element::from((input >> 16) & 0xFF),
Element::from((input >> 8) & 0xFF),
Element::from(input & 0xFF),
]
}