Complete chapter 2.9
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36af877217
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7d0200b262
@ -16,7 +16,7 @@ pub struct Renderable {
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pub render_order: i32,
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pub render_order: i32,
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}
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}
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#[derive(Component, Debug)]
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#[derive(Component, Debug, Default)]
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pub struct Player {}
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pub struct Player {}
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#[derive(Component)]
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#[derive(Component)]
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@ -36,7 +36,7 @@ impl Default for Viewshed {
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}
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}
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}
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}
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#[derive(Component, Debug)]
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#[derive(Component, Debug, Default)]
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pub struct Monster {}
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pub struct Monster {}
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#[derive(Component, Debug)]
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#[derive(Component, Debug)]
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@ -52,7 +52,7 @@ impl Name {
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}
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}
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}
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}
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#[derive(Component, Debug)]
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#[derive(Component, Debug, Default)]
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pub struct BlocksTile {}
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pub struct BlocksTile {}
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#[derive(Component, Debug)]
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#[derive(Component, Debug)]
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@ -86,7 +86,7 @@ impl SufferDamage {
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}
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}
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}
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}
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#[derive(Component, Debug)]
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#[derive(Component, Debug, Default)]
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pub struct Item {}
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pub struct Item {}
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#[derive(Component, Debug)]
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#[derive(Component, Debug)]
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@ -116,7 +116,7 @@ pub struct WantsToDropItem {
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pub item: Entity,
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pub item: Entity,
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}
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}
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#[derive(Component, Debug)]
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#[derive(Component, Debug, Default)]
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pub struct Consumable {}
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pub struct Consumable {}
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#[derive(Component, Debug)]
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#[derive(Component, Debug)]
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@ -133,3 +133,8 @@ pub struct InflictsDamage {
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pub struct AreaOfEffect {
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pub struct AreaOfEffect {
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pub radius: i32,
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pub radius: i32,
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}
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}
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#[derive(Component, Debug)]
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pub struct Confusion {
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pub turns: i32,
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}
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@ -1,3 +1,12 @@
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pub struct GameLog {
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pub struct GameLog {
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pub entries: Vec<String>,
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pub entries: Vec<String>,
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}
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}
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impl GameLog {
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pub fn new<S: ToString>(first_entry: S) -> Self {
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let mut entries: Vec<String> = Vec::new();
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entries.push(first_entry.to_string());
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GameLog { entries }
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}
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}
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@ -1,7 +1,7 @@
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use crate::{
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use crate::{
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game_log::GameLog, AreaOfEffect, CombatStats, Consumable, InBackpack, InflictsDamage, Map,
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game_log::GameLog, AreaOfEffect, CombatStats, Confusion, Consumable, InBackpack,
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Name, Position, ProvidesHealing, SufferDamage, WantsToDropItem, WantsToPickupItem,
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InflictsDamage, Map, Name, Position, ProvidesHealing, SufferDamage, WantsToDropItem,
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WantsToUseItem,
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WantsToPickupItem, WantsToUseItem,
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};
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};
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use specs::prelude::*;
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use specs::prelude::*;
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@ -62,6 +62,7 @@ impl<'a> System<'a> for ItemUseSystem {
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WriteStorage<'a, CombatStats>,
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WriteStorage<'a, CombatStats>,
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WriteStorage<'a, SufferDamage>,
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WriteStorage<'a, SufferDamage>,
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ReadStorage<'a, AreaOfEffect>,
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ReadStorage<'a, AreaOfEffect>,
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WriteStorage<'a, Confusion>,
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);
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);
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fn run(&mut self, data: Self::SystemData) {
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fn run(&mut self, data: Self::SystemData) {
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@ -78,6 +79,7 @@ impl<'a> System<'a> for ItemUseSystem {
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mut combat_stats,
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mut combat_stats,
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mut suffer_damage,
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mut suffer_damage,
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aoe,
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aoe,
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mut confused,
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) = data;
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) = data;
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for (entity, useitem) in (&entities, &wants_use).join() {
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for (entity, useitem) in (&entities, &wants_use).join() {
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@ -164,6 +166,36 @@ impl<'a> System<'a> for ItemUseSystem {
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}
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}
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}
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}
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// Can it pass along confusion? Note the use of scopes
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// to escape from the borrow checker!
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let mut add_confusion = Vec::new();
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{
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match confused.get(useitem.item) {
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None => {}
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Some(confusion) => {
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used_item = false;
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for mob in targets.iter() {
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add_confusion.push((*mob, confusion.turns));
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if entity == *player_entity {
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let mob_name = names.get(*mob).unwrap();
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let item_name = names.get(useitem.item).unwrap();
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gamelog.entries.push(format!(
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"You use {} on {}, confusing them.",
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item_name.name, mob_name.name
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));
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}
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}
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}
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}
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}
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for mob in add_confusion.iter() {
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confused
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.insert(mob.0, Confusion { turns: mob.1 })
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.expect("Unable to add confused status");
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}
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// If it's a consumable, delete it on use
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// If it's a consumable, delete it on use
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if used_item {
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if used_item {
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let consumable = consumables.get(useitem.item);
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let consumable = consumables.get(useitem.item);
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@ -15,7 +15,7 @@ mod rect;
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mod spawner;
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mod spawner;
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mod visibility_system;
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mod visibility_system;
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pub use components::*;
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use components::*;
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use damage_system::DamageSystem;
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use damage_system::DamageSystem;
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pub use game_log::GameLog;
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pub use game_log::GameLog;
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use inventory_system::{ItemCollectionSystem, ItemDropSystem, ItemUseSystem};
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use inventory_system::{ItemCollectionSystem, ItemDropSystem, ItemUseSystem};
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@ -100,7 +100,7 @@ impl GameState for State {
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let renderables = self.ecs.read_storage::<Renderable>();
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let renderables = self.ecs.read_storage::<Renderable>();
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let map = self.ecs.fetch::<Map>();
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let map = self.ecs.fetch::<Map>();
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let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
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let mut data: Vec<_> = (&positions, &renderables).join().collect();
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data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order));
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data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order));
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for (pos, render) in data.iter() {
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for (pos, render) in data.iter() {
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let idx = map.xy_idx(pos.x, pos.y);
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let idx = map.xy_idx(pos.x, pos.y);
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@ -254,6 +254,7 @@ fn main() -> rltk::BError {
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Ranged,
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Ranged,
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InflictsDamage,
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InflictsDamage,
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AreaOfEffect,
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AreaOfEffect,
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Confusion,
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);
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);
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let map = Map::new_map_rooms_and_corridors();
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let map = Map::new_map_rooms_and_corridors();
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@ -270,9 +271,7 @@ fn main() -> rltk::BError {
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gs.ecs.insert(Point::new(player_x, player_y));
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gs.ecs.insert(Point::new(player_x, player_y));
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gs.ecs.insert(player_entity);
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gs.ecs.insert(player_entity);
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gs.ecs.insert(RunState::PreRun);
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gs.ecs.insert(RunState::PreRun);
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gs.ecs.insert(game_log::GameLog {
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gs.ecs.insert(GameLog::new("Welcome to Rusty Roguelike"));
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entries: vec!["Welcome to Rusty Roguelike".to_string()],
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});
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rltk::main_loop(context, gs)
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rltk::main_loop(context, gs)
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}
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}
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@ -1,4 +1,4 @@
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use super::Rect;
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use crate::Rect;
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use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, SmallVec, RGB};
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use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, SmallVec, RGB};
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use specs::prelude::*;
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use specs::prelude::*;
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use std::cmp::{max, min};
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use std::cmp::{max, min};
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@ -1,4 +1,6 @@
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use crate::{Map, Monster, Position, RunState, Viewshed, WantsToMelee};
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use crate::components::{Confusion, Monster, Position, Viewshed, WantsToMelee};
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use crate::{Map, RunState};
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use rltk::Point;
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use rltk::Point;
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use specs::prelude::*;
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use specs::prelude::*;
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@ -16,6 +18,7 @@ impl<'a> System<'a> for MonsterAI {
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ReadStorage<'a, Monster>,
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ReadStorage<'a, Monster>,
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WriteStorage<'a, Position>,
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WriteStorage<'a, Position>,
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WriteStorage<'a, WantsToMelee>,
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WriteStorage<'a, WantsToMelee>,
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WriteStorage<'a, Confusion>,
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);
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);
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fn run(&mut self, data: Self::SystemData) {
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fn run(&mut self, data: Self::SystemData) {
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@ -29,6 +32,7 @@ impl<'a> System<'a> for MonsterAI {
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monster,
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monster,
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mut position,
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mut position,
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mut wants_to_melee,
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mut wants_to_melee,
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mut confused,
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) = data;
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) = data;
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if *runstate != RunState::MonsterTurn {
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if *runstate != RunState::MonsterTurn {
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@ -38,35 +42,50 @@ impl<'a> System<'a> for MonsterAI {
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for (entity, mut viewshed, _monster, mut pos) in
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for (entity, mut viewshed, _monster, mut pos) in
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(&entities, &mut viewshed, &monster, &mut position).join()
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(&entities, &mut viewshed, &monster, &mut position).join()
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{
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{
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let distance =
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let mut can_act = true;
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rltk::DistanceAlg::Pythagoras.distance2d(Point::new(pos.x, pos.y), *player_pos);
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if distance < 1.5 {
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// Attack goes here
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wants_to_melee
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.insert(
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entity,
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WantsToMelee {
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target: *player_entity,
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},
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)
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.expect("Unable to insert attack");
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} else if viewshed.visible_tiles.contains(&*player_pos) {
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let path = rltk::a_star_search(
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map.xy_idx(pos.x, pos.y) as i32,
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map.xy_idx(player_pos.x, player_pos.y) as i32,
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&mut *map,
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);
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if path.success && path.steps.len() > 1 {
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let is_confused = confused.get_mut(entity);
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let mut idx = map.xy_idx(pos.x, pos.y);
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if let Some(i_am_confused) = is_confused {
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i_am_confused.turns -= 1;
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if i_am_confused.turns < 1 {
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confused.remove(entity);
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}
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map.blocked[idx] = false;
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can_act = false;
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pos.x = path.steps[1] as i32 % map.width;
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}
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pos.y = path.steps[1] as i32 / map.width;
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idx = map.xy_idx(pos.x, pos.y);
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if can_act {
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map.blocked[idx] = true;
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let distance =
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viewshed.dirty = true;
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rltk::DistanceAlg::Pythagoras.distance2d(Point::new(pos.x, pos.y), *player_pos);
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if distance < 1.5 {
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// Attack goes here
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wants_to_melee
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.insert(
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entity,
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WantsToMelee {
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target: *player_entity,
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},
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)
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.expect("Unable to insert attack");
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} else if viewshed.visible_tiles.contains(&*player_pos) {
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// The path to the player
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let path = rltk::a_star_search(
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map.xy_idx(pos.x, pos.y) as i32,
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map.xy_idx(player_pos.x, player_pos.y) as i32,
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&mut *map,
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);
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if path.success && path.steps.len() > 1 {
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let mut idx = map.xy_idx(pos.x, pos.y);
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map.blocked[idx] = false;
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pos.x = path.steps[1] as i32 % map.width;
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pos.y = path.steps[1] as i32 / map.width;
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idx = map.xy_idx(pos.x, pos.y);
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map.blocked[idx] = true;
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viewshed.dirty = true;
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}
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}
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}
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}
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}
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}
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}
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@ -1,7 +1,8 @@
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use crate::{
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use crate::components::{
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AreaOfEffect, BlocksTile, CombatStats, Consumable, InflictsDamage, Item, Monster, Name, Player,
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AreaOfEffect, BlocksTile, CombatStats, Confusion, Consumable, InflictsDamage, Item, Monster,
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Position, ProvidesHealing, Ranged, Rect, Renderable, Viewshed, MAP_WIDTH,
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Name, Player, Position, ProvidesHealing, Ranged, Renderable, Viewshed,
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};
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};
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use crate::{Rect, MAP_WIDTH};
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use rltk::{RandomNumberGenerator, RGB};
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use rltk::{RandomNumberGenerator, RGB};
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use specs::prelude::*;
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use specs::prelude::*;
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@ -172,12 +173,13 @@ fn random_item(ecs: &mut World, x: i32, y: i32) {
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let roll: i32;
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let roll: i32;
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{
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{
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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roll = rng.roll_dice(1, 3);
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roll = rng.roll_dice(1, 4);
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}
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}
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match roll {
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match roll {
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1 => health_potion(ecs, x, y),
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1 => health_potion(ecs, x, y),
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2 => fireball_scroll(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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_ => 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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@ -199,3 +201,20 @@ fn fireball_scroll(ecs: &mut World, x: i32, y: i32) {
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.with(AreaOfEffect { radius: 3 })
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.with(AreaOfEffect { radius: 3 })
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.build();
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.build();
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}
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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::new("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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.build();
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}
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