Refactor entity spawning into its own module
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ce80b34c2e
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07c703f2a4
@ -88,7 +88,13 @@ fn draw_tooltips(ecs: &World, ctx: &mut Rltk) {
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let mut y = mouse_pos.1;
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for s in tooltip.iter() {
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ctx.print_color(left_x, y, RGB::named(rltk::WHITE), RGB::named(rltk::GREY), s);
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ctx.print_color(
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left_x,
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y,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::GREY),
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s,
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);
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let padding = (width - s.len() as i32) - 1;
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for i in 0..padding {
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ctx.print_color(
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78
src/main.rs
78
src/main.rs
@ -1,4 +1,4 @@
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use rltk::{GameState, Point, Rltk, RGB};
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use rltk::{GameState, Point, Rltk};
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use specs::prelude::*;
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mod components;
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@ -22,6 +22,7 @@ use damage_system::DamageSystem;
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mod gamelog;
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mod gui;
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pub use gamelog::GameLog;
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mod spawner;
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pub const MAP_SIZE: usize = 80 * 50;
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@ -133,78 +134,11 @@ fn main() -> rltk::BError {
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let map: Map = Map::new_map_rooms_and_corridors();
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let (player_x, player_y) = map.rooms[0].center();
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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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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 name: String;
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let roll = rng.roll_dice(1, 2);
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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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gs.ecs.insert(rltk::RandomNumberGenerator::new());
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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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@ -3,9 +3,9 @@ use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, SmallVec, R
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use specs::prelude::*;
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use std::cmp::{max, min};
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const MAP_WIDTH: usize = 80;
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const MAP_HEIGHT: usize = 43;
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const MAP_COUNT: usize = MAP_HEIGHT * MAP_WIDTH;
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pub const MAP_WIDTH: usize = 80;
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pub const MAP_HEIGHT: usize = 43;
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pub const MAP_COUNT: usize = MAP_HEIGHT * MAP_WIDTH;
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#[derive(PartialEq, Copy, Clone)]
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pub enum TileType {
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@ -228,7 +228,7 @@ pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
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// Move to the next set of coordinates
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x += 1;
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if x > MAP_WIDTH as i32 -1 {
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if x > MAP_WIDTH as i32 - 1 {
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x = 0;
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y += 1;
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}
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121
src/spawner.rs
Normal file
121
src/spawner.rs
Normal file
@ -0,0 +1,121 @@
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use crate::{
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BlocksTile, CombatStats, Monster, Name, Player, Position, Rect, Renderable, Viewshed, MAP_WIDTH,
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};
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use rltk::{RandomNumberGenerator, RGB};
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use specs::prelude::*;
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const MAX_MONSTERS: i32 = 4;
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const MAX_ITEMS: i32 = 2;
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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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})
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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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/// Spawns a random monster at a given location
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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: 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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})
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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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/// fills a room with stuff!
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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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// Scope to keep the borrow checker happy
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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_MONSTERS + 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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}
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// Actually spawn the monsters
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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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}
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