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main.rs
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93 lines (78 loc) · 2.53 KB
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extern crate core;
use simulation::entities::material::Material;
use simulation::sand_sim::{Cell, Simulation};
use simulation::universe::Universe;
use std::io;
// const S: Material = Material::Sand;
const A: Material = Material::Air;
// const W: Material = Material::Water;
// const w: Material = Material::WaterGenerator;
const D: Material = Material::Wood;
// const V: Material = Material::Vapor;
const F: Material = Material::Fire;
fn main() {
// let mut sim = Simulation::new(30, 15);
//
// let mut fill_area = vec![Material::Air; 30];
// fill_area[10] = Material::SandGenerator;
// fill_area[20] = Material::WaterGenerator;
// let mut sim = Simulation::new(12, 30);
// let mut fill_area = [
// A,S,A,A,S,S,S,A,S,A,A,A,
// A,S,A,A,S,A,S,A,S,A,A,A,
// A,S,S,A,S,S,S,A,S,S,S,A,
// ];
// let fill_area = vec![
// A, S, A, A, S, S, S, A, S, A, A, A, A, S, A, A, S, A, S, A, S, A, A, A, A, S, S, A, S, S,
// S, A, S, S, S, A,
// ];
let sim = Simulation::new(5, 5);
//
// let mut fill_area = vec![Material::Air; 5];
// fill_area[1] = Material::SandGenerator;
// fill_area[3] = Material::WaterGenerator;
let fill_area_2d = [
[A, A, F, A, A],
[A, A, A, A, A],
[A, A, A, A, A],
[A, A, A, A, A],
[D, D, D, D, D],
];
let fill_area = fill_area_2d.concat();
sim.par_fill(&fill_area);
let mut buf = String::new();
loop {
draw(&sim.universe);
let _ignored = io::stdin().read_line(&mut buf);
// sleep(Duration::from_millis(40));
sim.par_tick();
}
}
pub fn get_as_string(area: &[Cell], width: usize) -> String {
let lines: Vec<String> = area
.chunks(width)
.map(|chunk| chunk.iter().map(content_to_char).collect::<String>())
.collect();
lines.join("\n")
}
pub fn draw(universe: &Universe<Cell>) {
// clear screen
// print!("{esc}[2J{esc}[1;1H", esc = 27 as char);
// print!("{}[2J", 27 as char);
// print!("\x1B[2J\x1B[1;1H");
print!("{esc}c", esc = 27 as char);
println!("{}", get_as_string(&universe.area, universe.width));
}
fn content_to_char(content: &Cell) -> char {
match content.lock().unwrap().material {
Material::Sand => '■',
Material::SandGenerator => 'S',
Material::Air => ' ',
Material::Water => '◉',
Material::WaterGenerator => 'W',
Material::Fire => 'f',
Material::Smoke => '~',
Material::Vapor => '|',
Material::Wood => '=',
}
}