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