use crate::{gamelog, raws, spawner, Clock, Map, RandomNumberGenerator, TakingTurn, LOG_SPAWNING}; use specs::prelude::*; const TRY_SPAWN_CHANCE: i32 = 70; pub fn try_spawn_interval(ecs: &mut World) { let mut try_spawn = false; // Scope for borrow checker (ECS) { let map = ecs.fetch::(); // Difficulty 0 maps shouldn't have respawning hostile mobs. if map.difficulty == 0 { return; } let clock = ecs.read_storage::(); let turns = ecs.read_storage::(); let mut rng = ecs.write_resource::(); for (_c, _t) in (&clock, &turns).join() { if rng.roll_dice(1, TRY_SPAWN_CHANCE) == 1 { try_spawn = true; } } } if try_spawn { if LOG_SPAWNING { rltk::console::log("SPAWNINFO: Trying spawn."); } spawn_random_mob_in_free_nonvisible_tile(ecs); } } fn spawn_random_mob_in_free_nonvisible_tile(ecs: &mut World) { let map = ecs.fetch::(); let mut available_tiles = populate_unblocked_nonvisible(&map); let player_level = gamelog::get_event_count("player_level"); rltk::console::log(player_level); let difficulty = (map.difficulty + player_level) / 2; if available_tiles.len() == 0 { if LOG_SPAWNING { rltk::console::log("SPAWNINFO: No free tiles; not spawning anything.."); } return; } let mut spawn_locations: Vec<(i32, i32)> = Vec::new(); let mut rng = ecs.write_resource::(); // Get mob type let key = spawner::mob_table(difficulty).roll(&mut rng); // Check if it spawns in a group, and roll for how many to spawn accordingly. let spawn_type = raws::get_mob_spawn_type(&raws::RAWS.lock().unwrap(), &key); let roll = raws::get_mob_spawn_amount(&mut rng, &spawn_type, player_level); // Get that many idxs, and push them to the spawn list. for _i in 0..roll { let idx = get_random_idx_from_tiles(&mut rng, &mut available_tiles); spawn_locations.push((idx as i32 % map.width, idx as i32 / map.width)); } // Dropping resources for borrow-checker. std::mem::drop(map); std::mem::drop(rng); // For every idx in the spawn list, spawn mob. for idx in spawn_locations { if LOG_SPAWNING { rltk::console::log(format!("SPAWNINFO: Spawning {} at {}, {}.", key, idx.0, idx.1)); } raws::spawn_named_entity( &raws::RAWS.lock().unwrap(), ecs, &key, raws::SpawnType::AtPosition { x: idx.0, y: idx.1 }, difficulty, ); } } /// Returns a Vec of every tile that is not blocked, and is not currently in the player's view. fn populate_unblocked_nonvisible(map: &Map) -> Vec { let mut tiles: Vec = Vec::new(); for (i, _tile) in map.tiles.iter().enumerate() { if !map.blocked[i] && !map.visible_tiles[i] { tiles.push(i); } } return tiles; } /// Picks a random index from a vector of indexes, and removes it from the vector. fn get_random_idx_from_tiles(rng: &mut rltk::RandomNumberGenerator, area: &mut Vec) -> usize { let idx = if area.len() == 1 { 0usize } else { (rng.roll_dice(1, area.len() as i32) - 1) as usize }; area.remove(idx); return area[idx]; }