import { grid, cols, rows } from './state.js'; import { config } from './config.js'; import { move, swap } from './actions.js'; import { createCell } from './physics.js'; export function updateOil(x, y, cell) { // 1. Ignition from heat/fire/lava const dxs = [0, 0, -1, 1]; const dys = [-1, 1, 0, 0]; 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 && (neighbor.type === 'fire' || neighbor.type === 'lava')) { grid[x][y] = createCell('fire'); if (y > 0 && !grid[x][y - 1]) { grid[x][y - 1] = createCell('smoke'); } return; } } } // 2. Oil buoyancy: oil floats up through water over time (emulsion separation) if (y > 0 && grid[x][y - 1] && grid[x][y - 1].type === 'water') { const floatChance = config.oil?.floatChance !== undefined ? config.oil.floatChance : 0.25; if (Math.random() < floatChance) { swap(x, y, x, y - 1); return; } } // 3. Straight fall const below = y + 1; if (below >= rows) return; const belowCell = grid[x][below]; if (!belowCell) { move(x, y, x, below); return; } // 4. Diagonal fall const canDownLeft = x > 0 && (!grid[x - 1][below] || (grid[x - 1][below].type === 'water' && Math.random() < 0.25)); const canDownRight = x < cols - 1 && (!grid[x + 1][below] || (grid[x + 1][below].type === 'water' && Math.random() < 0.25)); if (canDownLeft && canDownRight) { const targetX = Math.random() < 0.5 ? x - 1 : x + 1; executeOilStep(x, y, targetX, below); return; } else if (canDownLeft) { executeOilStep(x, y, x - 1, below); return; } else if (canDownRight) { executeOilStep(x, y, x + 1, below); return; } // 5. Fast horizontal fluid flow const flowChance = config.oil?.flowChance !== undefined ? config.oil.flowChance : 0.85; if (Math.random() < flowChance) { const maxDisp = config.oil?.dispersion || 4; const dir = Math.random() < 0.5 ? 1 : -1; for (const d of [dir, -dir]) { let targetX = x; 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; if (y + 1 < rows && !grid[nx][y + 1]) { targetX = nx; break; } } else if (c.type === 'water') { // Mix sideways with water if (Math.random() < 0.3) { targetX = nx; } break; } else { break; } } if (targetX !== x) { executeOilStep(x, y, targetX, y); return; } } } } function executeOilStep(x1, y1, x2, y2) { if (grid[x2][y2]) { swap(x1, y1, x2, y2); } else { move(x1, y1, x2, y2); } }