Add chapter 2.9
This commit is contained in:
164
src/main.rs
164
src/main.rs
@@ -1,3 +1,8 @@
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use std::thread::spawn;
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use rltk::{GameState, Point, RGB};
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use specs::prelude::*;
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use components::*;
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use damage_system::DamageSystem;
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use map::*;
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@@ -5,21 +10,22 @@ use map_indexing_system::MapIndexingSystem;
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use melee_combat_system::MeleeCombatSystem;
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use monster_ai_system::*;
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use player::*;
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use rltk::{GameState, Point, RGB};
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use visibility_system::*;
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use specs::prelude::*;
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use crate::inventory_system::{ItemCollectionSystem, ItemDropSystem, PotionUseSystem};
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mod components;
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mod damage_system;
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mod gamelog;
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mod gui;
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mod inventory_system;
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mod map;
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mod map_indexing_system;
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mod melee_combat_system;
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mod monster_ai_system;
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mod player;
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mod rect;
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mod spawner;
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mod visibility_system;
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#[derive(PartialEq, Copy, Clone)]
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@@ -28,6 +34,8 @@ pub enum RunState {
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PreRun,
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PlayerTurn,
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MonsterTurn,
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ShowInventory,
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ShowDropItem,
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}
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pub struct State {
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@@ -51,6 +59,15 @@ impl State {
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let mut damagesystem = DamageSystem {};
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damagesystem.run_now(&self.ecs);
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let mut inventory = ItemCollectionSystem {};
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inventory.run_now(&self.ecs);
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let mut potions = PotionUseSystem {};
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potions.run_now(&self.ecs);
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let mut drop_items = ItemDropSystem {};
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drop_items.run_now(&self.ecs);
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self.ecs.maintain();
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}
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}
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@@ -59,6 +76,25 @@ impl GameState for State {
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fn tick(&mut self, ctx: &mut rltk::Rltk) {
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ctx.cls();
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{
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draw_map(&self.ecs, ctx);
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let positions = self.ecs.read_storage::<Position>();
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let renderables = self.ecs.read_storage::<Renderable>();
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let map = self.ecs.fetch::<Map>();
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let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
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data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order));
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for (pos, render) in data.iter() {
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let idx = map.xy_idx(pos.x, pos.y);
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if map.visible_tiles[idx] {
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ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph)
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}
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}
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gui::draw_ui(&self.ecs, ctx);
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}
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let mut newrunstate;
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{
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let runstate = self.ecs.fetch::<RunState>();
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@@ -79,6 +115,32 @@ impl GameState for State {
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self.run_systems();
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newrunstate = RunState::AwaitingInput;
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}
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RunState::ShowInventory => {
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let result = gui::show_inventory(self, ctx);
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match result.0 {
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gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
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gui::ItemMenuResult::NoResponse => {}
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gui::ItemMenuResult::Selected => {
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let item_entity = result.1.unwrap();
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let mut intent = self.ecs.write_storage::<WantsToDrinkPotion>();
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intent.insert(*self.ecs.fetch::<Entity>(), WantsToDrinkPotion { potion: item_entity }).expect("Unable to insert intent");
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newrunstate = RunState::PlayerTurn;
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}
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}
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}
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RunState::ShowDropItem => {
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let result = gui::drop_item_menu(self, ctx);
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match result.0 {
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gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
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gui::ItemMenuResult::NoResponse => {}
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gui::ItemMenuResult::Selected => {
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let item_entity = result.1.unwrap();
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let mut intent = self.ecs.write_storage::<WantsToDropItem>();
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intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem { item: item_entity }).expect("Unable to insert intent");
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newrunstate = RunState::PlayerTurn;
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}
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}
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}
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}
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{
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@@ -86,21 +148,6 @@ impl GameState for State {
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*runwriter = newrunstate;
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}
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damage_system::delete_the_dead(&mut self.ecs);
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draw_map(&self.ecs, ctx);
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let positions = self.ecs.read_storage::<Position>();
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let renderables = self.ecs.read_storage::<Renderable>();
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let map = self.ecs.fetch::<Map>();
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for (pos, render) in (&positions, &renderables).join() {
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let idx = map.xy_idx(pos.x, pos.y);
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if map.visible_tiles[idx] {
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ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph)
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}
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}
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gui::draw_ui(&self.ecs, ctx);
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}
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}
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@@ -115,6 +162,7 @@ fn main() -> rltk::BError {
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let mut gs = State { ecs: World::new() };
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gs.ecs.insert(RunState::PreRun);
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gs.ecs.insert(rltk::RandomNumberGenerator::new());
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gs.ecs.insert(gamelog::GameLog {
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entries: vec!["Welcome to Rusty Roguelike".to_string()],
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});
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@@ -129,83 +177,21 @@ fn main() -> rltk::BError {
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gs.ecs.register::<CombatStats>();
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gs.ecs.register::<WantsToMelee>();
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gs.ecs.register::<SufferDamage>();
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gs.ecs.register::<Potion>();
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gs.ecs.register::<Item>();
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gs.ecs.register::<InBackpack>();
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gs.ecs.register::<WantsToPickupItem>();
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gs.ecs.register::<WantsToDrinkPotion>();
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gs.ecs.register::<WantsToDropItem>();
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let map = Map::new_map_rooms_and_corridors();
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let (player_x, player_y) = map.rooms[0].center();
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gs.ecs.insert(Point::new(player_x, player_y));
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let player_entity = gs
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.ecs
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.create_entity()
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.with(Position {
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x: player_x,
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y: player_y,
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})
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.with(Renderable {
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glyph: rltk::to_cp437('@'),
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fg: RGB::named(rltk::YELLOW),
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bg: RGB::named(rltk::BLACK),
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})
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.with(Player {})
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.with(Viewshed {
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visible_tiles: Vec::new(),
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range: 8,
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dirty: true,
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})
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.with(Name {
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name: "Player".to_string(),
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})
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.with(CombatStats {
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max_hp: 30,
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hp: 30,
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defense: 2,
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power: 5,
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})
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.build();
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let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
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gs.ecs.insert(player_entity);
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let mut rng = rltk::RandomNumberGenerator::new();
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for (i, room) in map.rooms.iter().skip(1).enumerate() {
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let (x, y) = room.center();
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let glyph: rltk::FontCharType;
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let roll = rng.roll_dice(1, 2);
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let name: String;
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match roll {
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1 => {
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glyph = rltk::to_cp437('g');
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name = "Goblin".to_string();
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}
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_ => {
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glyph = rltk::to_cp437('o');
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name = "Orc".to_string();
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}
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}
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gs.ecs
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.create_entity()
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.with(Position { x, y })
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.with(Renderable {
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glyph,
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fg: RGB::named(rltk::RED),
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bg: RGB::named(rltk::BLACK),
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})
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.with(Viewshed {
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visible_tiles: Vec::new(),
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range: 8,
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dirty: true,
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})
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.with(Monster {})
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.with(Name {
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name: format!("{} #{}", &name, i),
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})
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.with(BlocksTile {})
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.with(CombatStats {
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max_hp: 16,
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hp: 16,
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defense: 1,
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power: 4,
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})
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.build();
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for room in map.rooms.iter().skip(1) {
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spawner::spawn_room(&mut gs.ecs, room);
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}
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gs.ecs.insert(map);
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