use crate::components::{ AreaOfEffect, BlocksTile, CombatStats, Confusion, Consumable, InflictsDamage, Item, Monster, Name, Player, Position, ProvidesHealing, Ranged, Renderable, SerializeMe, Viewshed, }; use crate::{Rect, MAP_WIDTH}; use rltk::{RandomNumberGenerator, RGB}; use specs::prelude::*; use specs::saveload::{MarkedBuilder, SimpleMarker}; const MAX_MONSTERS: i32 = 4; const MAX_ITEMS: i32 = 2; /// Spawns the player and returns their entity object pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity { ecs.create_entity() .with(Position { x: player_x, y: player_y, }) .with(Renderable { glyph: rltk::to_cp437('@'), fg: RGB::named(rltk::YELLOW), bg: RGB::named(rltk::BLACK), render_order: 0, }) .with(Player {}) .with(Viewshed::default()) .with(Name::new("Player")) .with(CombatStats { max_hp: 30, hp: 30, defense: 2, power: 5, }) .marked::>() .build() } /// Spawns a random monster at a given location pub fn random_monster(ecs: &mut World, x: i32, y: i32) { let roll: i32; { let mut rng = ecs.write_resource::(); roll = rng.roll_dice(1, 2); } match roll { 1 => orc(ecs, x, y), _ => goblin(ecs, x, y), } } fn orc(ecs: &mut World, x: i32, y: i32) { monster(ecs, x, y, rltk::to_cp437('o'), "Orc"); } fn goblin(ecs: &mut World, x: i32, y: i32) { monster(ecs, x, y, rltk::to_cp437('g'), "Goblin"); } fn monster(ecs: &mut World, x: i32, y: i32, glyph: rltk::FontCharType, name: S) { ecs.create_entity() .with(Position { x, y }) .with(Renderable { glyph, fg: RGB::named(rltk::RED), bg: RGB::named(rltk::BLACK), render_order: 1, }) .with(Viewshed::default()) .with(Monster {}) .with(Name::new(name)) .with(BlocksTile {}) .with(CombatStats { max_hp: 16, hp: 16, defense: 1, power: 4, }) .marked::>() .build(); } /// fills a room with stuff! pub fn spawn_room(ecs: &mut World, room: &Rect) { let mut monster_spawn_points: Vec = Vec::new(); let mut item_spawn_points: Vec = Vec::new(); // Scope to keep the borrow checker happy { let mut rng = ecs.write_resource::(); let num_monsters = rng.roll_dice(1, MAX_MONSTERS + 2) - 3; let num_items = rng.roll_dice(1, MAX_ITEMS + 2) - 3; for _i in 0..num_monsters { let mut added = false; while !added { let x = (room.x1 + rng.roll_dice(1, i32::abs(room.x2 - room.x1))) as usize; let y = (room.y1 + rng.roll_dice(1, i32::abs(room.y2 - room.y1))) as usize; let idx = (y * MAP_WIDTH) + x; if !monster_spawn_points.contains(&idx) { monster_spawn_points.push(idx); added = true; } } } for _i in 0..num_items { let mut added = false; while !added { let x = (room.x1 + rng.roll_dice(1, i32::abs(room.x2 - room.x1))) as usize; let y = (room.y1 + rng.roll_dice(1, i32::abs(room.y2 - room.y1))) as usize; let idx = (y * MAP_WIDTH) + x; if !item_spawn_points.contains(&idx) { item_spawn_points.push(idx); added = true; } } } } // Actually spawn the monsters for idx in monster_spawn_points.iter() { let x = *idx % MAP_WIDTH; let y = *idx / MAP_WIDTH; random_monster(ecs, x as i32, y as i32); } // Actually spawn the items for idx in item_spawn_points.iter() { let x = *idx % MAP_WIDTH; let y = *idx / MAP_WIDTH; random_item(ecs, x as i32, y as i32); } } fn health_potion(ecs: &mut World, x: i32, y: i32) { ecs.create_entity() .with(Position { x, y }) .with(Renderable { glyph: rltk::to_cp437('ยก'), fg: RGB::named(rltk::MAGENTA), bg: RGB::named(rltk::BLACK), render_order: 2, }) .with(Name::new("Health Potion")) .with(Item {}) .with(Consumable {}) .with(ProvidesHealing { heal_amount: 8 }) .build(); } fn magic_missile_scroll(ecs: &mut World, x: i32, y: i32) { ecs.create_entity() .with(Position { x, y }) .with(Renderable { glyph: rltk::to_cp437(')'), fg: RGB::named(rltk::CYAN), bg: RGB::named(rltk::BLACK), render_order: 2, }) .with(Name::new("Magic Missile Scroll")) .with(Item {}) .with(Consumable {}) .with(Ranged { range: 6 }) .with(InflictsDamage { damage: 8 }) .marked::>() .build(); } fn random_item(ecs: &mut World, x: i32, y: i32) { let roll: i32; { let mut rng = ecs.write_resource::(); roll = rng.roll_dice(1, 4); } match roll { 1 => health_potion(ecs, x, y), 2 => fireball_scroll(ecs, x, y), 3 => confusion_scroll(ecs, x, y), _ => magic_missile_scroll(ecs, x, y), } } fn fireball_scroll(ecs: &mut World, x: i32, y: i32) { ecs.create_entity() .with(Position { x, y }) .with(Renderable { glyph: rltk::to_cp437(')'), fg: RGB::named(rltk::ORANGE), bg: RGB::named(rltk::BLACK), render_order: 2, }) .with(Name::new("Fireball Scroll")) .with(Item {}) .with(Consumable {}) .with(Ranged { range: 6 }) .with(InflictsDamage { damage: 20 }) .with(AreaOfEffect { radius: 3 }) .marked::>() .build(); } fn confusion_scroll(ecs: &mut World, x: i32, y: i32) { ecs.create_entity() .with(Position { x, y }) .with(Renderable { glyph: rltk::to_cp437(')'), fg: RGB::named(rltk::PINK), bg: RGB::named(rltk::BLACK), render_order: 2, }) .with(Name::new("Confusion Scroll")) .with(Item {}) .with(Consumable {}) .with(Ranged { range: 6 }) .with(Confusion { turns: 4 }) .marked::>() .build(); }