use crate::grain::GrainType; use crate::utils::constants::{GAME_RESOLUTION_X, GAME_RESOLUTION_Y}; use bevy::prelude::*; /* 🦀 Resources and Components. Learn more: https://bevy-cheatbook.github.io/programming/res.html */ #[derive(Resource)] pub struct Grid { data: [[Option; GAME_RESOLUTION_X]; GAME_RESOLUTION_Y], spatial_hash: Vec>, // For faster neighbor lookups dirty_cells: Vec, // Track cells that need updating } #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)] pub struct GridPosition { pub current_x: i32, pub current_y: i32, pub prev_x: Option, pub prev_y: Option, } impl GridPosition { pub fn new(x: i32, y: i32) -> Self { GridPosition { current_x: x, current_y: y, prev_x: None, prev_y: None, } } pub fn is_moving(&self) -> bool { match (self.prev_x, self.prev_y) { (Some(prev_x), Some(prev_y)) => { prev_x != self.current_x || prev_y != self.current_y } _ => false, } } pub fn reset_prev(&mut self) { self.prev_x = None; self.prev_y = None; } } impl Grid { pub fn new() -> Grid { let spatial_hash = vec![vec![]; (GAME_RESOLUTION_X * GAME_RESOLUTION_Y) / 64]; // Simple spatial partitioning Grid { data: [[None; GAME_RESOLUTION_X]; GAME_RESOLUTION_Y], spatial_hash, dirty_cells: Vec::new(), } } pub fn get(&self, x: usize, y: usize) -> Option { if x < GAME_RESOLUTION_X && y < GAME_RESOLUTION_Y { self.data[y][x] } else { None } } pub fn get_checked(&self, x: i32, y: i32) -> Option { if x >= 0 && x < GAME_RESOLUTION_X as i32 && y >= 0 && y < GAME_RESOLUTION_Y as i32 { self.data[y as usize][x as usize] } else { None } } pub fn set(&mut self, x: usize, y: usize, value: GrainType) { if x < GAME_RESOLUTION_X && y < GAME_RESOLUTION_Y { self.data[y][x] = Some(value); self.dirty_cells.push(GridPosition::new(x as i32, y as i32)); } } pub fn clear(&mut self, x: usize, y: usize) { if x < GAME_RESOLUTION_X && y < GAME_RESOLUTION_Y { self.data[y][x] = None; self.dirty_cells.push(GridPosition::new(x as i32, y as i32)); } } pub fn swap(&mut self, x1: usize, y1: usize, x2: usize, y2: usize) { if x1 < GAME_RESOLUTION_X && y1 < GAME_RESOLUTION_Y && x2 < GAME_RESOLUTION_X && y2 < GAME_RESOLUTION_Y { self.data[y1][x1].swap(&mut self.data[y2][x2]); self.dirty_cells.push(GridPosition::new(x1 as i32, y1 as i32)); self.dirty_cells.push(GridPosition::new(x2 as i32, y2 as i32)); } } pub fn get_neighbors(&self, x: i32, y: i32) -> [Option; 8] { [ self.get_checked(x - 1, y - 1), self.get_checked(x, y - 1), self.get_checked(x + 1, y - 1), self.get_checked(x - 1, y), self.get_checked(x + 1, y), self.get_checked(x - 1, y + 1), self.get_checked(x, y + 1), self.get_checked(x + 1, y + 1), ] } pub fn take_dirty_cells(&mut self) -> Vec { std::mem::take(&mut self.dirty_cells) } } #[derive(Component)] pub struct GridPosition { pub current_x: i32, pub current_y: i32, pub prev_x: Option, pub prev_y: Option, } /* 🦀 Systems. Learn more: https://bevy-cheatbook.github.io/programming/systems.html */ pub fn update_grid_data(mut query: Query<(&GrainType, &mut GridPosition)>, mut grid_data: ResMut) { for (grain_type, mut grid_position) in query.iter_mut() { // Clear the previous position from the grid if let (Some(prev_x), Some(prev_y)) = (grid_position.prev_x, grid_position.prev_y) { if prev_x >= 0 && prev_y >= 0 && prev_x < GAME_RESOLUTION_X as i32 && prev_y < GAME_RESOLUTION_Y as i32 { grid_data.data[prev_y as usize][prev_x as usize] = None; } } // Boundary checks for current positions if grid_position.current_x >= 0 && grid_position.current_x < GAME_RESOLUTION_X as i32 && grid_position.current_y >= 0 && grid_position.current_y < GAME_RESOLUTION_Y as i32 { // Update the grid with the new position grid_data.set( grid_position.current_x as usize, grid_position.current_y as usize, *grain_type, ); } // Update prev for next frame grid_position.prev_x = Some(grid_position.current_x); grid_position.prev_y = Some(grid_position.current_y); } }