Add chapter 2.9
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152
src/spawner.rs
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152
src/spawner.rs
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use rltk::{FontCharType, RandomNumberGenerator, RGB};
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use specs::prelude::*;
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use crate::{
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BlocksTile, CombatStats, Item, MAP_WIDTH, MAX_ITEMS, MAX_MONSTER, Monster, Name, Player, Position,
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Potion, Renderable, Viewshed,
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};
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use crate::rect::Rect;
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pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
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ecs.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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render_order: 0,
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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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}
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pub fn random_monster(ecs: &mut World, x: i32, y: i32) {
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let roll: i32;
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{
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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roll = rng.roll_dice(1, 2);
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}
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match roll {
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1 => orc(ecs, x, y),
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_ => goblin(ecs, x, y),
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}
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}
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fn orc(ecs: &mut World, x: i32, y: i32) {
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monster(ecs, x, y, rltk::to_cp437('o'), "Orc")
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}
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fn goblin(ecs: &mut World, x: i32, y: i32) {
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monster(ecs, x, y, rltk::to_cp437('g'), "Goblin")
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}
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fn monster<S: ToString>(ecs: &mut World, x: i32, y: i32, glyph: FontCharType, name: S) {
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ecs.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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render_order: 1,
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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: name.to_string(),
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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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}
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pub fn spawn_room(ecs: &mut World, room: &Rect) {
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let mut monster_spawn_points: Vec<usize> = Vec::new();
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let mut item_spawn_points: Vec<usize> = Vec::new();
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{
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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let num_monsters = rng.roll_dice(1, MAX_MONSTER + 2) - 3;
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let num_items = rng.roll_dice(1, MAX_ITEMS + 2) - 3;
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for _i in 0..num_monsters {
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let mut added = false;
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while !added {
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let x = (room.x1 + rng.roll_dice(1, i32::abs(room.x2 - room.x1))) as usize;
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let y = (room.y1 + rng.roll_dice(1, i32::abs(room.y2 - room.y1))) as usize;
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let idx = (y * MAP_WIDTH) + x;
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if !monster_spawn_points.contains(&idx) {
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monster_spawn_points.push(idx);
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added = true;
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}
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}
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}
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for _i in 0..num_items {
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let mut added = false;
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while !added {
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let x = (room.x1 + rng.roll_dice(1, i32::abs(room.x2 - room.x1))) as usize;
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let y = (room.y1 + rng.roll_dice(1, i32::abs(room.y2 - room.y1))) as usize;
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let idx = (y * MAP_WIDTH) + x;
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if !item_spawn_points.contains(&idx) {
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item_spawn_points.push(idx);
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added = true;
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}
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}
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}
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}
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for idx in monster_spawn_points.iter() {
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let x = *idx % MAP_WIDTH;
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let y = *idx / MAP_WIDTH;
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random_monster(ecs, x as i32, y as i32);
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}
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for idx in item_spawn_points.iter() {
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let x = *idx % MAP_WIDTH;
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let y = *idx / MAP_WIDTH;
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health_potion(ecs, x as i32, y as i32);
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}
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}
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pub fn health_potion(ecs: &mut World, x: i32, y: i32) {
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ecs.create_entity()
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.with(Position { x, y })
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.with(Renderable {
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glyph: rltk::to_cp437('i'),
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fg: RGB::named(rltk::MAGENTA),
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bg: RGB::named(rltk::BLACK),
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render_order: 2,
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})
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.with(Name {
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name: "Health Potion".to_string(),
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})
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.with(Item {})
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.with(Potion { heal_amount: 8 })
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.build();
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}
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