use std::collections::HashMap; use rltk::{RandomNumberGenerator, RGB}; use specs::prelude::*; use specs::saveload::{MarkedBuilder, SimpleMarker}; use crate::components::*; use crate::map::MAP_WIDTH; use crate::random_table::RandomTable; use crate::{Map, Rect, TileType}; /// Spawns the player and returns their entity object pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity { ecs.create_entity() .with(Position { x: player_x, y: player_y, }) .with(Renderable { glyph: rltk::to_cp437('@'), fg: RGB::named(rltk::YELLOW), bg: RGB::named(rltk::BLACK), render_order: 0, }) .with(Player {}) .with(Viewshed::default()) .with(Name::from("Player")) .with(CombatStats { max_hp: 30, hp: 30, defense: 2, power: 5, }) .with(HungerClock { state: HungerState::WellFed, duration: 20, }) .marked::>() .build() } const MAX_MONSTERS: i32 = 4; fn room_table(map_depth: i32) -> RandomTable { RandomTable::new() .add("Goblin", 10) .add("Orc", 1 + map_depth) .add("Health Potion", 7) .add("Fireball Scroll", 2 + map_depth) .add("Confusion Scroll", 2 + map_depth) .add("Magic Missile Scroll", 4) .add("Dagger", 3) .add("Shield", 3) .add("Longsword", map_depth - 1) .add("Tower Shield", map_depth - 1) .add("Rations", 10) .add("Magic Mapping Scroll", 2) .add("Bear Trap", 2) } /// fills a room with stuff! #[allow(clippy::map_entry)] pub fn spawn_room( map: &Map, rng: &mut RandomNumberGenerator, room: &Rect, map_depth: i32, spawn_list: &mut Vec<(usize, String)>, ) { let mut possible_targets: Vec = Vec::new(); // Borrow scope - to keep access to the map separated { for y in room.y1 + 1..room.y2 { for x in room.x1 + 1..room.x2 { let idx = map.xy_idx(x, y); if map.tiles[idx] == TileType::Floor { possible_targets.push(idx); } } } } spawn_region(map, rng, &possible_targets, map_depth, spawn_list); } pub fn spawn_region( _map: &Map, rng: &mut RandomNumberGenerator, area: &[usize], map_depth: i32, spawn_list: &mut Vec<(usize, String)>, ) { let spawn_table = room_table(map_depth); let mut spawn_points: HashMap = HashMap::new(); let mut areas: Vec = Vec::from(area); // Scope to keep the borrow checker happy { let num_spawns = i32::min( areas.len() as i32, rng.roll_dice(1, MAX_MONSTERS + 3) + (map_depth - 1) - 3, ); if num_spawns == 0 { return; } for _i in 0..num_spawns { let array_index = if areas.len() == 1 { 0_usize } else { (rng.roll_dice(1, areas.len() as i32) - 1) as usize }; let map_idx = areas[array_index]; spawn_points.insert(map_idx, spawn_table.roll(rng)); areas.remove(array_index); } } // Actually spawn the monsters for spawn in spawn_points.iter() { spawn_list.push((*spawn.0, spawn.1.to_string())); } } /// Spawns a named entity (name in tuple.1) at the location in (tuple.0) pub fn spawn_entity(ecs: &mut World, spawn: &(&usize, &String)) { let x = (*spawn.0 % MAP_WIDTH) as i32; let y = (*spawn.0 / MAP_WIDTH) as i32; match spawn.1.as_ref() { "Goblin" => goblin(ecs, x, y), "Orc" => orc(ecs, x, y), "Health Potion" => health_potion(ecs, x, y), "Fireball Scroll" => fireball_scroll(ecs, x, y), "Confusion Scroll" => confusion_scroll(ecs, x, y), "Magic Missile Scroll" => magic_missile_scroll(ecs, x, y), "Dagger" => dagger(ecs, x, y), "Shield" => shield(ecs, x, y), "Longsword" => longsword(ecs, x, y), "Tower Shield" => tower_shield(ecs, x, y), "Rations" => rations(ecs, x, y), "Magic Mapping Scroll" => magic_mapping_scroll(ecs, x, y), "Bear Trap" => bear_trap(ecs, x, y), "Door" => door(ecs, x, y), _ => {} } } fn orc(ecs: &mut World, x: i32, y: i32) { monster(ecs, x, y, rltk::to_cp437('o'), "Orc"); } fn goblin(ecs: &mut World, x: i32, y: i32) { monster(ecs, x, y, rltk::to_cp437('g'), "Goblin"); } fn monster(ecs: &mut World, x: i32, y: i32, glyph: rltk::FontCharType, name: S) { ecs.create_entity() .with(Position { x, y }) .with(Renderable { glyph, fg: RGB::named(rltk::RED), bg: RGB::named(rltk::BLACK), render_order: 1, }) .with(Viewshed::default()) .with(Monster {}) .with(Name::from(name)) .with(BlocksTile {}) .with(CombatStats { max_hp: 16, hp: 16, defense: 1, power: 4, }) .marked::>() .build(); } fn health_potion(ecs: &mut World, x: i32, y: i32) { ecs.create_entity() .with(Position { x, y }) .with(Renderable { glyph: rltk::to_cp437('ยก'), fg: RGB::named(rltk::MAGENTA), bg: RGB::named(rltk::BLACK), render_order: 2, }) .with(Name::from("Health Potion")) .with(Item {}) .with(Consumable {}) .with(ProvidesHealing { heal_amount: 8 }) .marked::>() .build(); } fn magic_missile_scroll(ecs: &mut World, x: i32, y: i32) { ecs.create_entity() .with(Position { x, y }) .with(Renderable { glyph: rltk::to_cp437(')'), fg: RGB::named(rltk::CYAN), bg: RGB::named(rltk::BLACK), render_order: 2, }) .with(Name::from("Magic Missile Scroll")) .with(Item {}) .with(Consumable {}) .with(Ranged { range: 6 }) .with(InflictsDamage { damage: 20 }) .marked::>() .build(); } fn fireball_scroll(ecs: &mut World, x: i32, y: i32) { ecs.create_entity() .with(Position { x, y }) .with(Renderable { glyph: rltk::to_cp437(')'), fg: RGB::named(rltk::ORANGE), bg: RGB::named(rltk::BLACK), render_order: 2, }) .with(Name::from("Fireball Scroll")) .with(Item {}) .with(Consumable {}) .with(Ranged { range: 6 }) .with(InflictsDamage { damage: 20 }) .with(AreaOfEffect { radius: 3 }) .marked::>() .build(); } fn confusion_scroll(ecs: &mut World, x: i32, y: i32) { ecs.create_entity() .with(Position { x, y }) .with(Renderable { glyph: rltk::to_cp437(')'), fg: RGB::named(rltk::PINK), bg: RGB::named(rltk::BLACK), render_order: 2, }) .with(Name::from("Confusion Scroll")) .with(Item {}) .with(Consumable {}) .with(Ranged { range: 6 }) .with(Confusion { turns: 4 }) .marked::>() .build(); } fn dagger(ecs: &mut World, x: i32, y: i32) { ecs.create_entity() .with(Position { x, y }) .with(Renderable { glyph: rltk::to_cp437('/'), fg: RGB::named(rltk::CYAN), bg: RGB::named(rltk::BLACK), render_order: 2, }) .with(Name::from("Dagger")) .with(Item {}) .with(Equippable { slot: EquipmentSlot::Melee, }) .with(MeleePowerBonus { power: 2 }) .marked::>() .build(); } fn shield(ecs: &mut World, x: i32, y: i32) { ecs.create_entity() .with(Position { x, y }) .with(Renderable { glyph: rltk::to_cp437('('), fg: RGB::named(rltk::CYAN), bg: RGB::named(rltk::BLACK), render_order: 2, }) .with(Name::from("Shield")) .with(Item {}) .with(Equippable { slot: EquipmentSlot::Shield, }) .with(DefenseBonus { defense: 1 }) .marked::>() .build(); } fn longsword(ecs: &mut World, x: i32, y: i32) { ecs.create_entity() .with(Position { x, y }) .with(Renderable { glyph: rltk::to_cp437('/'), fg: RGB::named(rltk::CYAN), bg: RGB::named(rltk::BLACK), render_order: 2, }) .with(Name::from("Longsword")) .with(Item {}) .with(Equippable { slot: EquipmentSlot::Melee, }) .with(MeleePowerBonus { power: 4 }) .marked::>() .build(); } fn tower_shield(ecs: &mut World, x: i32, y: i32) { ecs.create_entity() .with(Position { x, y }) .with(Renderable { glyph: rltk::to_cp437('('), fg: RGB::named(rltk::CYAN), bg: RGB::named(rltk::BLACK), render_order: 2, }) .with(Name::from("Tower Shield")) .with(Item {}) .with(Equippable { slot: EquipmentSlot::Shield, }) .with(DefenseBonus { defense: 3 }) .marked::>() .build(); } fn rations(ecs: &mut World, x: i32, y: i32) { ecs.create_entity() .with(Position { x, y }) .with(Renderable { glyph: rltk::to_cp437('%'), fg: RGB::named(rltk::GREEN), bg: RGB::named(rltk::BLACK), render_order: 2, }) .with(Name::from("Rations")) .with(Item {}) .with(ProvidesFood {}) .with(Consumable {}) .marked::>() .build(); } fn magic_mapping_scroll(ecs: &mut World, x: i32, y: i32) { ecs.create_entity() .with(Position { x, y }) .with(Renderable { glyph: rltk::to_cp437(')'), fg: RGB::named(rltk::CYAN3), bg: RGB::named(rltk::BLACK), render_order: 2, }) .with(Name::from("Scroll of Magic Mapping")) .with(Item {}) .with(MagicMapper {}) .with(Consumable {}) .marked::>() .build(); } fn bear_trap(ecs: &mut World, x: i32, y: i32) { ecs.create_entity() .with(Position { x, y }) .with(Renderable { glyph: rltk::to_cp437('^'), fg: RGB::named(rltk::RED), bg: RGB::named(rltk::BLACK), render_order: 2, }) .with(Name::from("Bear Trap")) .with(Hidden {}) .with(EntryTrigger {}) .with(InflictsDamage { damage: 6 }) .with(SingleActivation {}) .marked::>() .build(); } fn door(ecs: &mut World, x: i32, y: i32) { ecs.create_entity() .with(Position { x, y }) .with(Renderable { glyph: rltk::to_cp437('+'), fg: RGB::named(rltk::CHOCOLATE), bg: RGB::named(rltk::BLACK), render_order: 2, }) .with(Name::from("Door")) .marked::>() .build(); }