From d96d4881d525567c5aba97425c474c7493aa786e Mon Sep 17 00:00:00 2001 From: Llywelwyn Date: Sat, 15 Jul 2023 18:35:20 +0100 Subject: [PATCH] cellular automata and bsp interiors --- src/map.rs | 21 +++- src/map_builders/bsp_interior.rs | 160 ++++++++++++++++++++++++ src/map_builders/cellular_automata.rs | 171 ++++++++++++++++++++++++++ src/map_builders/mod.rs | 14 ++- src/map_builders/simple_map.rs | 14 --- src/player.rs | 21 ++-- src/spawner.rs | 144 ++++++++++++---------- 7 files changed, 449 insertions(+), 96 deletions(-) create mode 100644 src/map_builders/bsp_interior.rs create mode 100644 src/map_builders/cellular_automata.rs diff --git a/src/map.rs b/src/map.rs index 4d83f4d..0d12ba4 100644 --- a/src/map.rs +++ b/src/map.rs @@ -42,7 +42,7 @@ impl Map { } pub fn new(new_depth: i32) -> Map { - Map { + let mut map = Map { tiles: vec![TileType::Wall; MAPCOUNT], width: MAPWIDTH as i32, height: MAPHEIGHT as i32, @@ -57,7 +57,25 @@ impl Map { depth: new_depth, bloodstains: HashSet::new(), tile_content: vec![Vec::new(); MAPCOUNT], + }; + + const MAX_OFFSET: u8 = 32; + let mut rng = rltk::RandomNumberGenerator::new(); + + for idx in 0..map.red_offset.len() { + let roll = rng.roll_dice(1, MAX_OFFSET as i32); + map.red_offset[idx] = roll as u8; } + for idx in 0..map.green_offset.len() { + let roll = rng.roll_dice(1, MAX_OFFSET as i32); + map.green_offset[idx] = roll as u8; + } + for idx in 0..map.blue_offset.len() { + let roll = rng.roll_dice(1, MAX_OFFSET as i32); + map.blue_offset[idx] = roll as u8; + } + + return map; } /// Takes an index, and calculates if it can be entered. @@ -142,6 +160,7 @@ impl BaseMap for Map { pub fn draw_map(map: &Map, ctx: &mut Rltk) { let mut y = 0; let mut x = 0; + for (idx, tile) in map.tiles.iter().enumerate() { // Get our colour offsets. Credit to Brogue for the inspiration here. let offsets = RGB::from_u8(map.red_offset[idx], map.green_offset[idx], map.blue_offset[idx]); diff --git a/src/map_builders/bsp_interior.rs b/src/map_builders/bsp_interior.rs new file mode 100644 index 0000000..0009ed8 --- /dev/null +++ b/src/map_builders/bsp_interior.rs @@ -0,0 +1,160 @@ +use super::{spawner, Map, MapBuilder, Position, Rect, TileType, SHOW_MAPGEN}; +use rltk::RandomNumberGenerator; +use specs::prelude::*; + +pub struct BspInteriorBuilder { + map: Map, + starting_position: Position, + depth: i32, + rooms: Vec, + history: Vec, + rects: Vec, +} + +impl MapBuilder for BspInteriorBuilder { + fn build_map(&mut self, rng: &mut RandomNumberGenerator) { + return self.build(rng); + } + fn spawn_entities(&mut self, ecs: &mut World) { + for room in self.rooms.iter().skip(1) { + spawner::spawn_room(ecs, room, self.depth); + } + } + // Getters + fn get_map(&mut self) -> Map { + return self.map.clone(); + } + fn get_starting_pos(&mut self) -> Position { + return self.starting_position.clone(); + } + // Mapgen visualisation stuff + fn get_snapshot_history(&self) -> Vec { + return self.history.clone(); + } + fn take_snapshot(&mut self) { + if SHOW_MAPGEN { + let mut snapshot = self.map.clone(); + for v in snapshot.revealed_tiles.iter_mut() { + *v = true; + } + self.history.push(snapshot); + } + } +} + +impl BspInteriorBuilder { + pub fn new(new_depth: i32) -> BspInteriorBuilder { + BspInteriorBuilder { + map: Map::new(new_depth), + starting_position: Position { x: 0, y: 0 }, + depth: new_depth, + rooms: Vec::new(), + history: Vec::new(), + rects: Vec::new(), + } + } + + fn build(&mut self, rng: &mut RandomNumberGenerator) { + self.rects.clear(); + self.rects.push(Rect::new(1, 1, self.map.width - 2, self.map.height - 2)); // Start with a single map-sized rectangle + let first_room = self.rects[0]; + self.add_subrects(first_room, rng); // Divide the first room + + let rooms = self.rects.clone(); + for r in rooms.iter() { + let room = *r; + self.rooms.push(room); + for y in room.y1..room.y2 { + for x in room.x1..room.x2 { + let idx = self.map.xy_idx(x, y); + if idx > 0 && idx < ((self.map.width * self.map.height) - 1) as usize { + self.map.tiles[idx] = TileType::Floor; + } + } + } + self.take_snapshot(); + } + + let start = self.rooms[0].centre(); + self.starting_position = Position { x: start.0, y: start.1 }; + + // Now we want corridors + for i in 0..self.rooms.len() - 1 { + let room = self.rooms[i]; + let next_room = self.rooms[i + 1]; + let start_x = room.x1 + (rng.roll_dice(1, i32::abs(room.x1 - room.x2)) - 1); + let start_y = room.y1 + (rng.roll_dice(1, i32::abs(room.y1 - room.y2)) - 1); + let end_x = next_room.x1 + (rng.roll_dice(1, i32::abs(next_room.x1 - next_room.x2)) - 1); + let end_y = next_room.y1 + (rng.roll_dice(1, i32::abs(next_room.y1 - next_room.y2)) - 1); + self.draw_corridor(start_x, start_y, end_x, end_y); + self.take_snapshot(); + } + + // Don't forget the stairs + let stairs = self.rooms[self.rooms.len() - 1].centre(); + let stairs_idx = self.map.xy_idx(stairs.0, stairs.1); + self.map.tiles[stairs_idx] = TileType::DownStair; + } + + fn add_subrects(&mut self, rect: Rect, rng: &mut RandomNumberGenerator) { + const MIN_ROOM_SIZE: i32 = 6; + // Remove last rect + if !self.rects.is_empty() { + self.rects.remove(self.rects.len() - 1); + } + + // Calc bounds + let w = rect.x2 - rect.x1; + let h = rect.y2 - rect.y1; + let half_w = w / 2; + let half_h = h / 2; + + let split = rng.roll_dice(1, 4); + + if split <= 2 { + // Horizontal split + let h1 = Rect::new(rect.x1, rect.y1, half_w - 1, h); + self.rects.push(h1); + if half_w > MIN_ROOM_SIZE { + self.add_subrects(h1, rng); + } + let h2 = Rect::new(rect.x1 + half_w, rect.y1, half_w, h); + self.rects.push(h2); + if half_w > MIN_ROOM_SIZE { + self.add_subrects(h2, rng); + } + } else { + // Vertical split + let v1 = Rect::new(rect.x1, rect.y1, w, half_h - 1); + self.rects.push(v1); + if half_h > MIN_ROOM_SIZE { + self.add_subrects(v1, rng); + } + let v2 = Rect::new(rect.x1, rect.y1 + half_h, w, half_h); + self.rects.push(v2); + if half_h > MIN_ROOM_SIZE { + self.add_subrects(v2, rng); + } + } + } + + fn draw_corridor(&mut self, x1: i32, y1: i32, x2: i32, y2: i32) { + let mut x = x1; + let mut y = y1; + + while x != x2 || y != y2 { + if x < x2 { + x += 1; + } else if x > x2 { + x -= 1; + } else if y < y2 { + y += 1; + } else if y > y2 { + y -= 1; + } + + let idx = self.map.xy_idx(x, y); + self.map.tiles[idx] = TileType::Floor; + } + } +} diff --git a/src/map_builders/cellular_automata.rs b/src/map_builders/cellular_automata.rs new file mode 100644 index 0000000..f3a06c1 --- /dev/null +++ b/src/map_builders/cellular_automata.rs @@ -0,0 +1,171 @@ +use super::{spawner, Map, MapBuilder, Position, TileType, SHOW_MAPGEN}; +use rltk::RandomNumberGenerator; +use specs::prelude::*; +use std::collections::HashMap; + +const PASSES: i32 = 15; + +pub struct CellularAutomataBuilder { + map: Map, + starting_position: Position, + depth: i32, + history: Vec, + noise_areas: HashMap>, +} + +impl MapBuilder for CellularAutomataBuilder { + fn build_map(&mut self, rng: &mut RandomNumberGenerator) { + return self.build(rng); + } + fn spawn_entities(&mut self, ecs: &mut World) { + for area in self.noise_areas.iter() { + spawner::spawn_region(ecs, area.1, self.depth); + } + } + // Getters + fn get_map(&mut self) -> Map { + return self.map.clone(); + } + fn get_starting_pos(&mut self) -> Position { + return self.starting_position.clone(); + } + // Mapgen visualisation stuff + fn get_snapshot_history(&self) -> Vec { + return self.history.clone(); + } + fn take_snapshot(&mut self) { + if SHOW_MAPGEN { + let mut snapshot = self.map.clone(); + for v in snapshot.revealed_tiles.iter_mut() { + *v = true; + } + self.history.push(snapshot); + } + } +} + +impl CellularAutomataBuilder { + pub fn new(new_depth: i32) -> CellularAutomataBuilder { + CellularAutomataBuilder { + map: Map::new(new_depth), + starting_position: Position { x: 0, y: 0 }, + depth: new_depth, + history: Vec::new(), + noise_areas: HashMap::new(), + } + } + + fn build(&mut self, rng: &mut RandomNumberGenerator) { + // Set 55% of map to floor + for y in 1..self.map.height - 1 { + for x in 1..self.map.width - 1 { + let roll = rng.roll_dice(1, 100); + let idx = self.map.xy_idx(x, y); + if roll > 55 { + self.map.tiles[idx] = TileType::Floor + } else { + self.map.tiles[idx] = TileType::Wall + } + } + } + self.take_snapshot(); + + // Iteratively apply cellular automata rules + for _i in 0..PASSES { + let mut newtiles = self.map.tiles.clone(); + + for y in 1..self.map.height - 1 { + for x in 1..self.map.width - 1 { + let idx = self.map.xy_idx(x, y); + let mut neighbours = 0; + if self.map.tiles[idx - 1] == TileType::Wall { + neighbours += 1; + } + if self.map.tiles[idx + 1] == TileType::Wall { + neighbours += 1; + } + if self.map.tiles[idx - self.map.width as usize] == TileType::Wall { + neighbours += 1; + } + if self.map.tiles[idx + self.map.width as usize] == TileType::Wall { + neighbours += 1; + } + if self.map.tiles[idx - (self.map.width as usize - 1)] == TileType::Wall { + neighbours += 1; + } + if self.map.tiles[idx - (self.map.width as usize + 1)] == TileType::Wall { + neighbours += 1; + } + if self.map.tiles[idx + (self.map.width as usize - 1)] == TileType::Wall { + neighbours += 1; + } + if self.map.tiles[idx + (self.map.width as usize + 1)] == TileType::Wall { + neighbours += 1; + } + + if neighbours > 4 || neighbours == 0 { + newtiles[idx] = TileType::Wall; + } else { + newtiles[idx] = TileType::Floor; + } + } + } + self.map.tiles = newtiles.clone(); + self.take_snapshot(); + } + + // Find a starting point; start at the middle and walk left until we find an open tile + self.starting_position = Position { x: self.map.width / 2, y: self.map.height / 2 }; + let mut start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y); + while self.map.tiles[start_idx] != TileType::Floor { + self.starting_position.x -= 1; + start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y); + } + + // Find all tiles we can reach from the starting point + let map_starts: Vec = vec![start_idx]; + let dijkstra_map = rltk::DijkstraMap::new(self.map.width, self.map.height, &map_starts, &self.map, 200.0); + let mut exit_tile = (0, 0.0f32); + for (i, tile) in self.map.tiles.iter_mut().enumerate() { + if *tile == TileType::Floor { + let distance_to_start = dijkstra_map.map[i]; + // We can't get to this tile - so we'll make it a wall + if distance_to_start == std::f32::MAX { + *tile = TileType::Wall; + } else { + // If it is further away than our current exit candidate, move the exit + if distance_to_start > exit_tile.1 { + exit_tile.0 = i; + exit_tile.1 = distance_to_start; + } + } + } + } + self.take_snapshot(); + + self.map.tiles[exit_tile.0] = TileType::DownStair; + self.take_snapshot(); + + // Build noise map for spawning entities + let mut noise = rltk::FastNoise::seeded(rng.roll_dice(1, 65536) as u64); + noise.set_noise_type(rltk::NoiseType::Cellular); + noise.set_frequency(0.08); + noise.set_cellular_distance_function(rltk::CellularDistanceFunction::Manhattan); + + for y in 1..self.map.height - 1 { + for x in 1..self.map.width - 1 { + let idx = self.map.xy_idx(x, y); + if self.map.tiles[idx] == TileType::Floor { + let cell_value_f = noise.get_noise(x as f32, y as f32) * 10240.0; + let cell_value = cell_value_f as i32; + + if self.noise_areas.contains_key(&cell_value) { + self.noise_areas.get_mut(&cell_value).unwrap().push(idx); + } else { + self.noise_areas.insert(cell_value, vec![idx]); + } + } + } + } + } +} diff --git a/src/map_builders/mod.rs b/src/map_builders/mod.rs index 8d11e53..1dbb967 100644 --- a/src/map_builders/mod.rs +++ b/src/map_builders/mod.rs @@ -1,9 +1,9 @@ use super::{spawner, Map, Position, Rect, TileType, SHOW_MAPGEN}; -mod simple_map; -use simple_map::SimpleMapBuilder; mod bsp_dungeon; -use bsp_dungeon::BspDungeonBuilder; +mod bsp_interior; +mod cellular_automata; mod common; +mod simple_map; use common::*; use rltk::RandomNumberGenerator; use specs::prelude::*; @@ -19,9 +19,11 @@ pub trait MapBuilder { pub fn random_builder(new_depth: i32) -> Box { let mut rng = rltk::RandomNumberGenerator::new(); - let builder = rng.roll_dice(1, 2); + let builder = rng.roll_dice(1, 4); match builder { - 1 => Box::new(BspDungeonBuilder::new(new_depth)), - _ => Box::new(SimpleMapBuilder::new(new_depth)), + 1 => Box::new(bsp_dungeon::BspDungeonBuilder::new(new_depth)), + 2 => Box::new(bsp_interior::BspInteriorBuilder::new(new_depth)), + 3 => Box::new(cellular_automata::CellularAutomataBuilder::new(new_depth)), + _ => Box::new(simple_map::SimpleMapBuilder::new(new_depth)), } } diff --git a/src/map_builders/simple_map.rs b/src/map_builders/simple_map.rs index aba2510..ee999fe 100644 --- a/src/map_builders/simple_map.rs +++ b/src/map_builders/simple_map.rs @@ -59,20 +59,6 @@ impl SimpleMapBuilder { const MAX_ROOMS: i32 = 30; const MIN_SIZE: i32 = 6; const MAX_SIZE: i32 = 10; - const MAX_OFFSET: u8 = 32; - - for idx in 0..self.map.red_offset.len() { - let roll = rng.roll_dice(1, MAX_OFFSET as i32); - self.map.red_offset[idx] = roll as u8; - } - for idx in 0..self.map.green_offset.len() { - let roll = rng.roll_dice(1, MAX_OFFSET as i32); - self.map.green_offset[idx] = roll as u8; - } - for idx in 0..self.map.blue_offset.len() { - let roll = rng.roll_dice(1, MAX_OFFSET as i32); - self.map.blue_offset[idx] = roll as u8; - } for _i in 0..MAX_ROOMS { let w = rng.range(MIN_SIZE, MAX_SIZE); diff --git a/src/player.rs b/src/player.rs index c5f33b8..1ba686e 100644 --- a/src/player.rs +++ b/src/player.rs @@ -37,6 +37,7 @@ pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) -> bool { } if map.blocked[destination_idx] { + gamelog::Logger::new().append("You can't move there.").log(); return false; } @@ -90,7 +91,7 @@ pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) -> bool { return false; } -fn get_item(ecs: &mut World) { +fn get_item(ecs: &mut World) -> bool { let player_pos = ecs.fetch::(); let player_entity = ecs.fetch::(); let entities = ecs.entities(); @@ -105,12 +106,16 @@ fn get_item(ecs: &mut World) { } match target_item { - None => gamelog::Logger::new().append("There is nothing to pick up.").log(), + None => { + gamelog::Logger::new().append("There is nothing to pick up.").log(); + return false; + } Some(item) => { let mut pickup = ecs.write_storage::(); pickup .insert(*player_entity, WantsToPickupItem { collected_by: *player_entity, item }) .expect("Unable to insert want to pickup item."); + return true; } } } @@ -147,15 +152,17 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState { } return RunState::NextLevel; // > to descend } else { - return skip_turn(&mut gs.ecs); // (Wait a turn) + result = skip_turn(&mut gs.ecs); // (Wait a turn) } } VirtualKeyCode::NumpadDecimal => { - return skip_turn(&mut gs.ecs); + result = skip_turn(&mut gs.ecs); } // Items - VirtualKeyCode::G => get_item(&mut gs.ecs), + VirtualKeyCode::G => { + result = get_item(&mut gs.ecs); + } VirtualKeyCode::I => return RunState::ShowInventory, VirtualKeyCode::D => return RunState::ShowDropItem, VirtualKeyCode::R => return RunState::ShowRemoveItem, @@ -184,7 +191,7 @@ pub fn try_next_level(ecs: &mut World) -> bool { } } -fn skip_turn(ecs: &mut World) -> RunState { +fn skip_turn(ecs: &mut World) -> bool { let player_entity = ecs.fetch::(); let viewshed_components = ecs.read_storage::(); let monsters = ecs.read_storage::(); @@ -237,7 +244,7 @@ fn skip_turn(ecs: &mut World) -> RunState { } else { gamelog::Logger::new().append("You wait a turn.").log(); } - return RunState::PlayerTurn; + return true; } /* Playing around with autoexplore, without having read how to do it. diff --git a/src/spawner.rs b/src/spawner.rs index 880e976..aa64b7c 100644 --- a/src/spawner.rs +++ b/src/spawner.rs @@ -1,8 +1,8 @@ use super::{ random_table::RandomTable, BlocksTile, CombatStats, Confusion, Consumable, Cursed, DefenceBonus, Destructible, - EntryTrigger, EquipmentSlot, Equippable, Hidden, HungerClock, HungerState, InflictsDamage, Item, MagicMapper, + EntryTrigger, EquipmentSlot, Equippable, Hidden, HungerClock, HungerState, InflictsDamage, Item, MagicMapper, Map, MeleePowerBonus, Mind, Monster, Name, Player, Position, ProvidesHealing, ProvidesNutrition, Ranged, Rect, - Renderable, SerializeMe, SingleActivation, Viewshed, Wand, AOE, MAPWIDTH, + Renderable, SerializeMe, SingleActivation, TileType, Viewshed, Wand, AOE, MAPWIDTH, }; use rltk::{console, RandomNumberGenerator, RGB}; use specs::prelude::*; @@ -73,80 +73,88 @@ const MAX_ENTITIES: i32 = 4; #[allow(clippy::map_entry)] pub fn spawn_room(ecs: &mut World, room: &Rect, map_depth: i32) { - let mut spawn_points: HashMap = HashMap::new(); - - // Scope for borrow checker + let mut possible_targets: Vec = Vec::new(); { - let mut rng = ecs.write_resource::(); - let num_spawns = rng.roll_dice(1, MAX_ENTITIES + 2) - 2; - console::log(format!("room of: {}", num_spawns)); - // [-1, 0, 1, 2, 3, 4] things in a room - // 2/6 chance for nothing, 4/6 for something - - 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) { - let category = category_table().roll(&mut rng); - let spawn_table; - match category.as_ref() { - "mob" => spawn_table = mob_table(map_depth), - "item" => spawn_table = item_table(map_depth), - "food" => spawn_table = food_table(map_depth), - "trap" => spawn_table = trap_table(map_depth), - _ => spawn_table = debug_table(), - } - spawn_points.insert(idx, spawn_table.roll(&mut rng)); - added = true; - console::log(format!("added spawnpoint")); - } else { - tries += 1; - console::log(format!("failed {} times", tries)); + let map = ecs.fetch::(); + for y in room.y1 + 1..room.y2 { + for x in room.x1 + 1..room.x2 { + let idx = map.xy_idx(x, y); + if map.tiles[idx] == TileType::Floor { + possible_targets.push(idx); } } } } - // Spawn - for spawn in spawn_points.iter() { - let x = (*spawn.0 % MAPWIDTH) as i32; - let y = (*spawn.0 / MAPWIDTH) as i32; + spawn_region(ecs, &possible_targets, map_depth); +} - match spawn.1.as_ref() { - // Monsters - "goblin" => goblin(ecs, x, y), - "goblin chieftain" => goblin_chieftain(ecs, x, y), - "orc" => orc(ecs, x, y), - // Equipment - "dagger" => dagger(ecs, x, y), - "shortsword" => shortsword(ecs, x, y), - "buckler" => buckler(ecs, x, y), - "shield" => shield(ecs, x, y), - // Potions - "weak health potion" => weak_health_potion(ecs, x, y), - "health potion" => health_potion(ecs, x, y), - // Scrolls - "fireball scroll" => fireball_scroll(ecs, x, y), - "cursed fireball scroll" => cursed_fireball_scroll(ecs, x, y), - "confusion scroll" => confusion_scroll(ecs, x, y), - "magic missile scroll" => magic_missile_scroll(ecs, x, y), - "magic map scroll" => magic_map_scroll(ecs, x, y), - "cursed magic map scroll" => cursed_magic_map_scroll(ecs, x, y), - // Wands - "magic missile wand" => magic_missile_wand(ecs, x, y), - "fireball wand" => fireball_wand(ecs, x, y), - "confusion wand" => confusion_wand(ecs, x, y), - // Food - "rations" => rations(ecs, x, y), - // Traps - "bear trap" => bear_trap(ecs, x, y), - "confusion trap" => confusion_trap(ecs, x, y), - _ => console::log("Tried to spawn nothing. Bugfix needed!"), +pub fn spawn_region(ecs: &mut World, area: &[usize], map_depth: i32) { + let mut spawn_points: HashMap = HashMap::new(); + let mut areas: Vec = Vec::from(area); + { + let mut rng = ecs.write_resource::(); + let category = category_table().roll(&mut rng); + let spawn_table; + match category.as_ref() { + "mob" => spawn_table = mob_table(map_depth), + "item" => spawn_table = item_table(map_depth), + "food" => spawn_table = food_table(map_depth), + "trap" => spawn_table = trap_table(map_depth), + _ => spawn_table = debug_table(), } + let num_spawns = i32::min(areas.len() as i32, rng.roll_dice(1, MAX_ENTITIES + 2) - 2); + if num_spawns <= 0 { + return; + } + + for _i in 0..num_spawns { + let array_idx = if areas.len() == 1 { 0usize } else { (rng.roll_dice(1, areas.len() as i32) - 1) as usize }; + let map_idx = areas[array_idx]; + spawn_points.insert(map_idx, spawn_table.roll(&mut rng)); + areas.remove(array_idx); + } + } + + for spawn in spawn_points.iter() { + spawn_entity(ecs, &spawn); + } +} + +fn spawn_entity(ecs: &mut World, spawn: &(&usize, &String)) { + let x = (*spawn.0 % MAPWIDTH) as i32; + let y = (*spawn.0 / MAPWIDTH) as i32; + + match spawn.1.as_ref() { + // Monsters + "goblin" => goblin(ecs, x, y), + "goblin chieftain" => goblin_chieftain(ecs, x, y), + "orc" => orc(ecs, x, y), + // Equipment + "dagger" => dagger(ecs, x, y), + "shortsword" => shortsword(ecs, x, y), + "buckler" => buckler(ecs, x, y), + "shield" => shield(ecs, x, y), + // Potions + "weak health potion" => weak_health_potion(ecs, x, y), + "health potion" => health_potion(ecs, x, y), + // Scrolls + "fireball scroll" => fireball_scroll(ecs, x, y), + "cursed fireball scroll" => cursed_fireball_scroll(ecs, x, y), + "confusion scroll" => confusion_scroll(ecs, x, y), + "magic missile scroll" => magic_missile_scroll(ecs, x, y), + "magic map scroll" => magic_map_scroll(ecs, x, y), + "cursed magic map scroll" => cursed_magic_map_scroll(ecs, x, y), + // Wands + "magic missile wand" => magic_missile_wand(ecs, x, y), + "fireball wand" => fireball_wand(ecs, x, y), + "confusion wand" => confusion_wand(ecs, x, y), + // Food + "rations" => rations(ecs, x, y), + // Traps + "bear trap" => bear_trap(ecs, x, y), + "confusion trap" => confusion_trap(ecs, x, y), + _ => console::log("Tried to spawn nothing. Bugfix needed!"), } }