135 lines
4.3 KiB
JavaScript
135 lines
4.3 KiB
JavaScript
import { grid, cols, rows } from './state.js';
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import { config } from './config.js';
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import { move, swap } from './actions.js';
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import { createCell } from './physics.js';
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export function updateLava(x, y, cell) {
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const dxs = [0, 0, -1, 1];
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const dys = [-1, 1, 0, 0];
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// Thermal interactions with neighbors
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for (let i = 0; i < 4; i++) {
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const nx = x + dxs[i];
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const ny = y + dys[i];
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if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) {
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const neighbor = grid[nx][ny];
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if (neighbor) {
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const nt = neighbor.type;
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if (nt === 'water') {
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// Boils water into steam, and lava cools into rock
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grid[nx][ny] = createCell('steam');
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if (Math.random() < (config.lava?.coolingChance || 0.04)) {
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grid[x][y] = createCell('rock');
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return;
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}
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} else if (nt === 'ice') {
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grid[nx][ny] = createCell('water');
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} else if (nt === 'plant' || nt === 'grass' || nt === 'wood' || nt === 'oil') {
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grid[nx][ny] = createCell('fire');
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}
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}
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}
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}
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// Occasional surface cooling into rock
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if (Math.random() < (config.lava?.coolingChance || 0.04) * 0.05) {
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grid[x][y] = createCell('rock');
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return;
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}
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// Spontaneous smoke/spark above
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if (y > 0 && !grid[x][y - 1] && Math.random() < 0.003) {
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grid[x][y - 1] = createCell(Math.random() < 0.5 ? 'smoke' : 'fire');
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}
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// 1. Straight fall
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const below = y + 1;
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if (below >= rows) return;
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const belowCell = grid[x][below];
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if (!belowCell) {
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move(x, y, x, below);
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return;
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}
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// Lava is dense: sinks rapidly through water, oil, and acid
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if (belowCell.type === 'water') {
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const sinkRate = config.lava?.sinkChance !== undefined ? config.lava.sinkChance : 0.7;
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if (Math.random() < sinkRate) {
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// Plunge into the water and boil water into rising steam
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swap(x, y, x, below);
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if (Math.random() < 0.5) {
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grid[x][y] = createCell('steam');
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}
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if (Math.random() < (config.lava?.coolingChance || 0.04)) {
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grid[x][below] = createCell('rock');
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}
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return;
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}
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} else if (belowCell.type === 'oil' || belowCell.type === 'acid') {
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swap(x, y, x, below);
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return;
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}
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// 2. Diagonal fall
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const canDownLeft = x > 0 && (!grid[x - 1][below] || grid[x - 1][below].type === 'water');
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const canDownRight = x < cols - 1 && (!grid[x + 1][below] || grid[x + 1][below].type === 'water');
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if (canDownLeft && canDownRight) {
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const targetX = Math.random() < 0.5 ? x - 1 : x + 1;
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executeLavaStep(x, y, targetX, below);
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return;
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} else if (canDownLeft) {
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executeLavaStep(x, y, x - 1, below);
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return;
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} else if (canDownRight) {
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executeLavaStep(x, y, x + 1, below);
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return;
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}
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// 3. Horizontal dispersion
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const flowChance = config.lava?.flowChance !== undefined ? config.lava.flowChance : 0.4;
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if (Math.random() < flowChance) {
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const maxDisp = config.lava?.dispersion || 2;
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const dir = Math.random() < 0.5 ? 1 : -1;
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for (const d of [dir, -dir]) {
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let targetX = x;
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for (let step = 1; step <= maxDisp; step++) {
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const nx = x + d * step;
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if (nx < 0 || nx >= cols) break;
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const c = grid[nx][y];
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if (!c) {
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targetX = nx;
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if (y + 1 < rows && !grid[nx][y + 1]) {
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targetX = nx;
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break;
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}
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} else if (c.type === 'water') {
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targetX = nx;
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break;
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} else {
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break;
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}
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}
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if (targetX !== x) {
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executeLavaStep(x, y, targetX, y);
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return;
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}
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}
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}
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}
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function executeLavaStep(x1, y1, x2, y2) {
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if (grid[x2][y2]) {
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if (grid[x2][y2].type === 'water') {
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grid[x2][y2] = createCell('steam');
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}
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swap(x1, y1, x2, y2);
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} else {
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move(x1, y1, x2, y2);
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}
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}
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