fn sand_can_fall(&self, row : u32, column : u32) -> bool {
        // Checks if cell exists
        if row < 0 || row > self.height-1 || column < 0 || column > self.width-1 {
            return false;
        }

        // If so, checks if current cell is empty or fire
        let idx = self.get_index(row, column);
        let cell = self.cells[idx];
        match cell {
            Cell::Dead => true,
            Cell::Fire => true,
            _ => false
        }

    }
// Function to see if a cell can have Sand fall into it (ie is Fire or Dead)
Function to see if a cell can have Sand fall into it
Function to see if a cell can have Sand fall into it
fn sand_can_fall(&self, row : u32, column : u32) -> bool {
        // Checks if cell exists
        if row < 0 || row > self.height-1 || column < 0 || column > self.width-1 {
            return false;
        }
        // If so, checks if current cell is empty or fire
        let idx = self.get_index(row, column);
        let cell = self.cells[idx];
        match cell {
            Cell::Dead => true,
            Cell::Fire => true,
            _ => false
        }
    }
fn sand_can_fall ( & self , row : u32 , column : u32 ) -> bool { // Checks if cell exists if row < 0 || row > self . height - 1 || column < 0 || column > self . width - 1 { return false ; } // If so, checks if current cell is empty or fire let idx = self . get_index ( row , column ) ; let cell = self . cells [ idx ] ; match cell { Cell :: Dead => true , Cell :: Fire => true , _ => false } }
Function to see if a cell can have Sand fall into it (ie is Fire or Dead)
Function to see if a cell can have Sand fall into it ( ie is Fire or Dead )
&self
row
u32
column
u32
&self
row
u32
column
u32