2022-02-01 15:41:08 -05:00
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//! Spawns things
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2021-12-10 20:16:48 -05:00
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use std::collections::HashMap;
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2022-01-18 11:00:13 -05:00
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use ::rltk::{Point, RandomNumberGenerator};
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2021-12-24 10:38:44 -05:00
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use ::specs::prelude::*;
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use ::specs::saveload::{MarkedBuilder, SimpleMarker};
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2021-12-10 20:16:48 -05:00
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use crate::components::*;
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2022-01-28 10:24:00 -05:00
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use crate::random_table::MasterTable;
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2022-01-25 09:58:30 -05:00
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use crate::raws::{
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get_spawn_table_for_depth, spawn_all_spells, spawn_named_entity, SpawnType, RAWS,
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};
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2022-01-18 11:00:13 -05:00
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use crate::{colors, Map, MasterDungeonMap, Rect, TileType};
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2021-11-03 09:55:17 -04:00
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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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spawn_all_spells(ecs);
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2022-01-04 11:11:38 -05:00
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let player = ecs
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.create_entity()
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2022-01-25 15:04:55 -05:00
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.with(Position::from((player_x, player_y)))
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.with(Renderable {
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glyph: rltk::to_cp437('@'),
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2022-01-14 12:19:46 -05:00
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fg: colors::YELLOW,
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bg: colors::BLACK,
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render_order: 0,
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2021-11-03 09:55:17 -04:00
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})
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.with(Player {})
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2021-11-05 10:41:47 -04:00
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.with(Viewshed::default())
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2021-11-18 15:25:29 -05:00
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.with(Name::from("Player"))
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2022-01-25 15:04:55 -05:00
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.with(HungerClock::default())
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.with(Attributes::new(11))
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2022-01-03 16:30:14 -05:00
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.with(Skills::new(1))
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2022-01-25 15:04:55 -05:00
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.with(Pools::player_pools())
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2022-01-25 11:15:32 -05:00
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.with(EquipmentChanged {})
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.with(LightSource::torch_light())
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.with(Initiative::default())
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2022-01-11 14:16:23 -05:00
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.with(Faction::from("Player"))
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2022-01-25 15:04:55 -05:00
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.with(KnownSpells::default())
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2021-11-08 13:58:40 -05:00
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.marked::<SimpleMarker<SerializeMe>>()
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2022-01-04 11:11:38 -05:00
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.build();
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// Starting equipment
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2022-01-31 10:26:16 -05:00
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let starting_equipment_carried = ["Dried Sausage", "Beer", "Shortbow"];
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let starting_equipment_equipped = [
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2022-01-04 11:11:38 -05:00
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"Rusty Longsword",
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"Stained Tunic",
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"Torn Trousers",
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"Old Boots",
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2022-01-25 15:04:55 -05:00
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];
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for equipment in starting_equipment_carried.iter() {
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2022-01-25 15:04:55 -05:00
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spawn_named_entity(
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&RAWS.lock().unwrap(),
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ecs,
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*equipment,
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SpawnType::Carried { by: player },
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);
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}
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2022-01-31 10:26:16 -05:00
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for equipment in starting_equipment_equipped.iter() {
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spawn_named_entity(
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&RAWS.lock().unwrap(),
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ecs,
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*equipment,
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SpawnType::Equipped { by: player },
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);
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}
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2022-01-04 11:11:38 -05:00
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2022-01-24 11:19:31 -05:00
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// Starting hangover
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ecs.create_entity()
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.with(StatusEffect { target: player })
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.with(Duration { turns: 10 })
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.with(Name::from("Hangover"))
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.with(AttributeBonus::hangover())
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2022-01-24 11:19:31 -05:00
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.marked::<SimpleMarker<SerializeMe>>()
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.build();
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2022-01-04 11:11:38 -05:00
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player
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}
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2021-11-12 14:06:55 -05:00
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const MAX_MONSTERS: i32 = 4;
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2022-01-28 10:24:00 -05:00
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fn room_table(map_depth: i32) -> MasterTable {
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2021-12-23 13:07:50 -05:00
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get_spawn_table_for_depth(&RAWS.lock().unwrap(), map_depth)
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2021-11-12 14:06:55 -05:00
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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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2021-12-10 16:34:11 -05:00
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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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2021-12-10 16:34:11 -05:00
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spawn_region(map, rng, &possible_targets, map_depth, spawn_list);
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}
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2021-12-10 16:34:11 -05:00
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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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2021-11-12 14:12:15 -05:00
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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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2021-11-03 09:55:17 -04:00
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}
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2021-12-03 15:55:07 -05:00
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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 width: usize;
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{
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width = ecs.fetch::<Map>().width as usize;
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}
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2022-01-21 11:57:36 -05:00
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let (idx, name) = *spawn;
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if name == "None" || name.is_empty() {
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return;
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}
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2022-01-21 11:57:36 -05:00
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let x = (*idx % width) as i32;
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let y = (*idx / width) as i32;
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2021-12-23 12:31:03 -05:00
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let item_result = spawn_named_entity(
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&RAWS.lock().unwrap(),
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ecs,
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name,
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SpawnType::AtPosition { x, y },
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);
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2022-01-25 11:42:02 -05:00
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if item_result.is_none() {
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::rltk::console::log(format!("WARNING: We don't know how to spawn [{}]!", name));
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}
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2021-12-17 13:53:14 -05:00
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}
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2022-01-18 11:00:13 -05:00
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pub fn spawn_town_portal(ecs: &mut World) {
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// Get current position & depth
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let map = ecs.fetch::<Map>();
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let player_depth = map.depth;
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let player_pos = ecs.fetch::<Point>();
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let player_x = player_pos.x;
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let player_y = player_pos.y;
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std::mem::drop(player_pos);
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std::mem::drop(map);
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// Find part of the town for the portal
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let dm = ecs.fetch::<MasterDungeonMap>();
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let town_map = dm.get_map(1).unwrap();
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let mut stairs_idx = 0;
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for (idx, tt) in town_map.tiles.iter().enumerate() {
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if *tt == TileType::DownStairs {
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stairs_idx = idx;
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}
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}
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let portal_x = (stairs_idx as i32 % town_map.width) - 2;
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let portal_y = stairs_idx as i32 / town_map.width;
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std::mem::drop(dm);
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// Spawn the portal itself
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ecs.create_entity()
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.with(OtherLevelPosition {
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x: portal_x,
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y: portal_y,
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depth: 1,
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})
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.with(Renderable {
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glyph: ::rltk::to_cp437('♥'),
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fg: colors::CYAN,
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bg: colors::BLACK,
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render_order: 0,
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})
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.with(EntryTrigger {})
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.with(TeleportTo {
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x: player_x,
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y: player_y,
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depth: player_depth,
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player_only: true,
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})
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.with(Name::from("Town Portal"))
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.with(SingleActivation {})
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.build();
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}
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