use rltk::{ RGB, RandomNumberGenerator }; use specs::prelude::*; use super::{CombatStats, Player, Renderable, Name, Position, Viewshed, Monster, BlocksTile, Rect, MAPWIDTH, Item, ProvidesHealing, Consumable, InflictsDamage, Ranged, AreaOfEffect,SerializeMe,RandomTable, EquipmentSlot,Equippable, MeleePowerBonus, DefenseBonus}; use specs::saveload::{MarkedBuilder, SimpleMarker}; use std::collections::HashMap; const MAX_MONSTERS : i32 = 4; fn room_table(map_depth: i32) -> RandomTable { RandomTable::new() .add("Goblin", 10) .add("Orc", 1 + map_depth) .add("Health Potion", 7) .add("Fireball Scroll", 2 + map_depth) .add("Magic Missile Scroll", 4 + map_depth) .add("Staff", 3) .add("Holy Cross", 3) .add("Shepards Staff", map_depth - 1) .add("Tower Shield", map_depth - 1) } #[allow(clippy::map_entry)] pub fn spawn_room(ecs: &mut World, room : &Rect, map_depth: i32) { let spawn_table = room_table(map_depth); let mut spawn_points : HashMap = HashMap::new(); // Scope to keep the borrow checker happy { let mut rng = ecs.write_resource::(); let num_spawns = rng.roll_dice(1, MAX_MONSTERS + 3) + (map_depth - 1) - 3; for _i in 0 .. num_spawns { let mut added = false; let mut tries = 0; while !added && tries < 20 { 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 * MAPWIDTH) + x; if !spawn_points.contains_key(&idx) { spawn_points.insert(idx, spawn_table.roll(&mut rng)); added = true; } else { tries += 1; } } } } // Actually spawn the monsters for spawn in spawn_points.iter() { let x = (*spawn.0 % MAPWIDTH) as i32; let y = (*spawn.0 / MAPWIDTH) as i32; match spawn.1.as_ref() { "Goblin" => goblin(ecs, x, y), "Orc" => orc(ecs, x, y), "Health Potion" => health_potion(ecs, x, y), "Fireball Scroll" => fireball_scroll(ecs, x, y), "Magic Missile Scroll" => magic_missile_scroll(ecs, x, y), "Staff" => staff(ecs, x, y), "Holy Cross" => holy_cross(ecs, x, y), "Shepards Staff" => shepards_staff(ecs, x, y), "Tower Sheild" => tower_shield(ecs, x, y), _ => {} } } } fn shepards_staff(ecs: &mut World, x: i32, y: i32) { ecs.create_entity() .with(Position{ x, y }) .with(Renderable{ glyph: rltk::to_cp437('/'), fg: RGB::named(rltk::YELLOW), bg: RGB::named(rltk::BLACK), render_order: 2 }) .with(Name{ name : "Shepards Staff".to_string() }) .with(Item{}) .with(Equippable{ slot: EquipmentSlot::Melee }) .with(MeleePowerBonus{ power: 4 }) .marked::>() .build(); } fn tower_shield(ecs: &mut World, x: i32, y: i32) { ecs.create_entity() .with(Position{ x, y }) .with(Renderable{ glyph: rltk::to_cp437('('), fg: RGB::named(rltk::YELLOW), bg: RGB::named(rltk::BLACK), render_order: 2 }) .with(Name{ name : "Tower Shield".to_string() }) .with(Item{}) .with(Equippable{ slot: EquipmentSlot::Shield }) .with(DefenseBonus{ defense: 3 }) .marked::>() .build(); } fn staff(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{ name : "Staff".to_string() }) .with(Item{}) .marked::>() .with(Equippable{ slot: EquipmentSlot::Melee }) .with(MeleePowerBonus{power: 2}) .build(); } fn holy_cross(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{ name : "Holy Cross".to_string() }) .with(Item{}) .marked::>() .with(Equippable{ slot: EquipmentSlot::Shield }) .with(DefenseBonus{ defense: 1}) .build(); } 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{ name : "Fireball Scroll".to_string() }) .with(Item{}) .with(Consumable{}) .with(Ranged{ range: 6 }) .with(InflictsDamage{ damage: 20 }) .with(AreaOfEffect{ radius: 3 }) .marked::>() .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{ name : "Magic Missile Scroll".to_string() }) .with(Item{}) .with(Consumable{}) .with(Ranged{ range: 6 }) .with(InflictsDamage{ damage: 8 }) .marked::>() .build(); } 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{ name : "Health Potion".to_string() }) .with(Item{}) .with(Consumable{}) .with(ProvidesHealing{ heal_amount: 8 }) .marked::>() .build(); } /// Spawns the player and returns his/her 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{ visible_tiles : Vec::new(), range: 8, dirty: true }) .with(Name{name: "Player".to_string() }) .with(CombatStats{ max_hp: 30, hp: 30, defense: 2, power: 5 }) .marked::>() .build() } 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{ visible_tiles : Vec::new(), range: 8, dirty: true }) .with(Monster{}) .with(Name{ name : name.to_string() }) .with(BlocksTile{}) .with(CombatStats{ max_hp: 16, hp: 16, defense: 1, power: 4 }) .marked::>() .build(); }