import { grid, cols, rows } from './state.js'; import { config } from './config.js'; import { move, swap } from './actions.js'; import { createCell } from './physics.js'; const dxs = [0, 0, -1, 1]; const dys = [1, -1, 0, 0]; export function updateWater(x, y, cell) { // Thermal & biological reactions for (let i = 0; i < 4; i++) { const nx = x + dxs[i]; const ny = y + dys[i]; if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) { const neighbor = grid[nx][ny]; if (neighbor) { if (neighbor.type === 'lava') { // Turn to steam grid[x][y] = createCell('steam'); grid[nx][ny] = createCell('rock'); return; } else if ((neighbor.type === 'plant' || neighbor.type === 'grass') && Math.random() < 0.003) { grid[x][y] = createCell(neighbor.type); return; } } } } // 1. Fall straight down const below = y + 1; if (below >= rows) return; const belowCell = grid[x][below]; if (!belowCell) { move(x, y, x, below); return; } // Mix and sink through oil (emulsion / separation) if (belowCell.type === 'oil') { const sinkChance = config.oil?.sinkChance !== undefined ? config.oil.sinkChance : 0.25; if (Math.random() < sinkChance) { swap(x, y, x, below); return; } } // 2. Diagonal falling const canDownLeft = x > 0 && (!grid[x - 1][below] || (grid[x - 1][below].type === 'oil' && Math.random() < 0.25)); const canDownRight = x < cols - 1 && (!grid[x + 1][below] || (grid[x + 1][below].type === 'oil' && Math.random() < 0.25)); if (canDownLeft && canDownRight) { const targetX = Math.random() < 0.5 ? x - 1 : x + 1; executeWaterStep(x, y, targetX, below); return; } else if (canDownLeft) { executeWaterStep(x, y, x - 1, below); return; } else if (canDownRight) { executeWaterStep(x, y, x + 1, below); return; } // 3. Fast horizontal dispersion (no gel-like stacking) const flowChance = config.water?.flowChance !== undefined ? config.water.flowChance : 1.0; if (Math.random() < flowChance) { const maxDisp = config.water?.dispersion || 5; const dir = Math.random() < 0.5 ? 1 : -1; for (const d of [dir, -dir]) { let targetX = x; let targetY = y; for (let step = 1; step <= maxDisp; step++) { const nx = x + d * step; if (nx < 0 || nx >= cols) break; const c = grid[nx][y]; if (!c) { targetX = nx; // Found an edge or hole? Drop right into it if (y + 1 < rows && !grid[nx][y + 1]) { targetX = nx; break; } } else if (c.type === 'oil') { // Mix sideways with oil if (Math.random() < 0.3) { targetX = nx; } break; } else if (c.type === 'water') { // Fluid surface leveling: if space above is open, can flow across surface if (y > 0 && !grid[nx][y - 1] && !grid[nx][y]) { targetX = nx; } else { continue; } } else { // Blocked by barrier break; } } if (targetX !== x) { executeWaterStep(x, y, targetX, targetY); return; } } } } function executeWaterStep(x1, y1, x2, y2) { if (grid[x2][y2]) { swap(x1, y1, x2, y2); } else { move(x1, y1, x2, y2); } }