weighted spawns, magic mapping, and curses
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b8f8691e90
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8 changed files with 318 additions and 133 deletions
166
src/spawner.rs
166
src/spawner.rs
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@ -1,10 +1,12 @@
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use super::{
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BlocksTile, CombatStats, Confusion, Consumable, Destructible, InflictsDamage, Item, Monster, Name, Player,
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Position, ProvidesHealing, Ranged, Rect, Renderable, SerializeMe, Viewshed, AOE, MAPWIDTH,
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random_table::RandomTable, BlocksTile, CombatStats, Confusion, Consumable, Cursed, Destructible, InflictsDamage,
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Item, MagicMapper, Monster, Name, Player, Position, ProvidesHealing, Ranged, Rect, Renderable, SerializeMe,
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Viewshed, AOE, MAPWIDTH,
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};
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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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use std::collections::HashMap;
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/// Spawns the player and returns his/her entity object.
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pub fn player(ecs: &mut World, player_x: i32, player_y: i32, player_name: String) -> Entity {
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@ -25,39 +27,6 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32, player_name: String
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.build()
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}
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/// Spawns a random monster at a given loc
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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, 3);
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}
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match roll {
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1 => orc(ecs, x, y),
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2 => goblin_chieftain(ecs, x, y),
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_ => goblin(ecs, x, y),
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}
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}
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/// Spawns a random item at a given loc
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pub 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, 6);
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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 => poison_potion(ecs, x, y),
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3 => magic_missile_scroll(ecs, x, y),
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4 => fireball_scroll(ecs, x, y),
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5 => confusion_scroll(ecs, x, y),
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_ => weak_health_potion(ecs, x, y),
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}
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}
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const MAX_MONSTERS: i32 = 4;
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const MAX_ITEMS: i32 = 3;
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fn monster<S: ToString>(ecs: &mut World, x: i32, y: i32, glyph: rltk::FontCharType, name: S, hit_die: i32) {
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let rolled_hp = roll_hit_dice(ecs, 1, hit_die);
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@ -96,56 +65,82 @@ pub fn roll_hit_dice(ecs: &mut World, n: i32, d: i32) -> i32 {
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return rolled_hp;
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}
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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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// Consts
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const MAX_ENTITIES: i32 = 4;
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#[allow(clippy::map_entry)]
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pub fn spawn_room(ecs: &mut World, room: &Rect, map_depth: i32) {
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let spawn_table = room_table(map_depth);
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let mut spawn_points: HashMap<usize, String> = HashMap::new();
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// Scope for borrow checker
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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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let num_spawns = rng.roll_dice(1, MAX_ENTITIES + 3) + (map_depth - 1) - 3;
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// With a MAX_ENTITIES of 4, this means each room has between:
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// d1: -2 to 4
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// d2: -1 to 5
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// d3: 0 to 6
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// etc.
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for _i in 0..num_monsters {
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for _i in 0..num_spawns {
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let mut added = false;
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while !added {
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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 * MAPWIDTH) + 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 * MAPWIDTH) + x;
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if !item_spawn_points.contains(&idx) {
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item_spawn_points.push(idx);
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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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// Spawn
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for idx in monster_spawn_points.iter() {
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let x = *idx % MAPWIDTH;
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let y = *idx / MAPWIDTH;
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random_monster(ecs, x as i32, y as i32);
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}
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for idx in item_spawn_points.iter() {
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let x = *idx % MAPWIDTH;
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let y = *idx / MAPWIDTH;
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random_item(ecs, x as i32, y as i32);
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for spawn in spawn_points.iter() {
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let x = (*spawn.0 % MAPWIDTH) as i32;
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let y = (*spawn.0 / MAPWIDTH) as i32;
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match spawn.1.as_ref() {
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// Monsters
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"goblin" => goblin(ecs, x, y),
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"goblin chieftain" => goblin_chieftain(ecs, x, y),
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"orc" => orc(ecs, x, y),
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// Potions
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"weak health potion" => weak_health_potion(ecs, x, y),
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"health potion" => health_potion(ecs, x, y),
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// Scrolls
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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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"magic map scroll" => magic_map_scroll(ecs, x, y),
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"cursed magic map scroll" => cursed_magic_map_scroll(ecs, x, y),
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_ => {}
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}
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}
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}
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fn room_table(map_depth: i32) -> RandomTable {
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return RandomTable::new()
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// Monsters
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.add("goblin", 15)
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.add("goblin chieftain", 2 + map_depth)
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.add("orc", 4 + map_depth)
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// Potions
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.add("weak health potion", 4)
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.add("health potion", 1 + map_depth)
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// Scrolls
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.add("fireball scroll", 1 + map_depth)
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.add("confusion scroll", 1)
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.add("magic missile scroll", 4)
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.add("magic map scroll", 400)
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.add("cursed magic map scroll", 400);
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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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@ -182,6 +177,7 @@ fn weak_health_potion(ecs: &mut World, x: i32, y: i32) {
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.build();
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}
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/*
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fn poison_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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@ -199,6 +195,7 @@ fn poison_potion(ecs: &mut World, x: i32, y: i32) {
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.marked::<SimpleMarker<SerializeMe>>()
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.build();
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}
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*/
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// Scrolls
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// ~10 range should be considered average here.
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@ -259,3 +256,40 @@ fn confusion_scroll(ecs: &mut World, x: i32, y: i32) {
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.marked::<SimpleMarker<SerializeMe>>()
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.build();
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}
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fn magic_map_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::ROYALBLUE),
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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 { name: "scroll of magic mapping".to_string() })
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.with(Item {})
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.with(MagicMapper {})
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.with(Consumable {})
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.with(Destructible {})
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.marked::<SimpleMarker<SerializeMe>>()
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.build();
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}
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fn cursed_magic_map_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::ROYALBLUE),
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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 { name: "cursed scroll of magic mapping".to_string() })
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.with(Item {})
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.with(Cursed {})
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.with(MagicMapper {})
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.with(Consumable {})
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.with(Destructible {})
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.marked::<SimpleMarker<SerializeMe>>()
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.build();
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}
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