Weight spawn odds, and simplify item spawning
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a51d63963f
commit
7079a7eedd
@ -13,6 +13,7 @@ mod map_indexing_system;
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mod melee_combat_system;
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mod monster_ai_system;
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mod player;
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pub mod random_table;
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mod rect;
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pub mod saveload_system;
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mod spawner;
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57
src/random_table.rs
Normal file
57
src/random_table.rs
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@ -0,0 +1,57 @@
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use rltk::RandomNumberGenerator;
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pub struct RandomEntry {
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name: String,
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weight: i32,
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}
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impl RandomEntry {
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pub fn new<S: ToString>(name: S, weight: i32) -> RandomEntry {
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RandomEntry {
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name: name.to_string(),
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weight,
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}
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}
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}
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#[derive(Default)]
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pub struct RandomTable {
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entries: Vec<RandomEntry>,
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total_weight: i32,
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}
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impl RandomTable {
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pub fn new() -> RandomTable {
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RandomTable {
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entries: Vec::new(),
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total_weight: 0,
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}
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}
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pub fn add<S: ToString>(mut self, name: S, weight: i32) -> Self {
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self.total_weight += weight;
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self.entries.push(RandomEntry::new(name, weight));
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self
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}
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pub fn roll(&self, rng: &mut RandomNumberGenerator) -> String {
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if self.total_weight == 0 {
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return "None".to_string();
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}
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let mut roll = rng.roll_dice(1, self.total_weight) - 1;
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let mut index: usize = 0;
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while roll > 0 {
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if roll < self.entries[index].weight {
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return self.entries[index].name.clone();
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}
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roll -= self.entries[index].weight;
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index += 1;
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}
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"None".to_string()
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}
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}
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136
src/spawner.rs
136
src/spawner.rs
@ -2,13 +2,11 @@ use crate::components::{
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AreaOfEffect, BlocksTile, CombatStats, Confusion, Consumable, InflictsDamage, Item, Monster,
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Name, Player, Position, ProvidesHealing, Ranged, Renderable, SerializeMe, Viewshed,
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};
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use crate::{Rect, MAP_WIDTH};
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use crate::{random_table::RandomTable, Rect, MAP_WIDTH};
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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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const MAX_MONSTERS: i32 = 4;
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const MAX_ITEMS: i32 = 2;
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use std::collections::HashMap;
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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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@ -36,18 +34,62 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
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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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const MAX_MONSTERS: i32 = 4;
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fn room_table() -> RandomTable {
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RandomTable::new()
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.add("Goblin", 10)
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.add("Orc", 1)
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.add("Health Potion", 7)
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.add("Fireball Scroll", 2)
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.add("Confusion Scroll", 2)
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.add("Magic Missile Scroll", 4)
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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(ecs: &mut World, room: &Rect) {
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let spawn_table = room_table();
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let mut spawn_points: HashMap<usize, String> = HashMap::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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roll = rng.roll_dice(1, 2);
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let num_spawns = rng.roll_dice(1, MAX_MONSTERS + 3) - 3;
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for _i in 0..num_spawns {
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let mut added = false;
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let mut tries = 0;
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while !added && tries < 20 {
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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 !spawn_points.contains_key(&idx) {
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spawn_points.insert(idx, spawn_table.roll(&mut rng));
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added = true;
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} else {
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tries += 1;
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}
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}
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}
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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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// Actually spawn stuff
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for spawn in spawn_points.iter() {
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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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_ => {}
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}
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}
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}
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@ -82,63 +124,6 @@ fn monster<S: ToString>(ecs: &mut World, x: i32, y: i32, glyph: rltk::FontCharTy
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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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let mut item_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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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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// 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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// Actually spawn the items
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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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random_item(ecs, x as i32, y as i32);
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}
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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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@ -173,21 +158,6 @@ fn magic_missile_scroll(ecs: &mut World, x: i32, y: i32) {
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.build();
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}
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fn random_item(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, 4);
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}
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match roll {
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1 => health_potion(ecs, x, y),
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2 => fireball_scroll(ecs, x, y),
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3 => confusion_scroll(ecs, x, y),
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_ => magic_missile_scroll(ecs, x, y),
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}
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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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