use super::{ BlocksTile, CombatStats, Item, Monster, Name, Player, Position, Potion, Rect, Renderable, Viewshed, MAPWIDTH, }; use rltk::{RandomNumberGenerator, RGB}; use specs::prelude::*; /// 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: "hero (you)".to_string() }) .with(CombatStats { max_hp: 30, hp: 30, defence: 2, power: 5 }) .build() } /// Spawns a random monster at a given loc 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), } } const MAX_MONSTERS: i32 = 4; const MAX_ITEMS: i32 = 2; fn monster(ecs: &mut World, x: i32, y: i32, glyph: rltk::FontCharType, name: S) { ecs.create_entity() .with(Position { x, y }) .with(Renderable { glyph: 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, defence: 1, power: 4 }) .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"); } 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 for borrow checker { 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 * MAPWIDTH) + 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 * MAPWIDTH) + x; if !item_spawn_points.contains(&idx) { item_spawn_points.push(idx); added = true; } } } } // Spawn for idx in monster_spawn_points.iter() { let x = *idx % MAPWIDTH; let y = *idx / MAPWIDTH; random_monster(ecs, x as i32, y as i32); } for idx in item_spawn_points.iter() { let x = *idx % MAPWIDTH; let y = *idx / MAPWIDTH; health_potion(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('i'), fg: RGB::named(rltk::MAGENTA), bg: RGB::named(rltk::BLACK), render_order: 2, }) .with(Name { name: "health potion".to_string() }) .with(Item {}) .with(Potion { heal_amount: 8 }) .build(); }