rust_tutorial/src/spawner.rs

222 lines
6.5 KiB
Rust

use crate::AreaOfEffect;
use super::{
BlocksTile, CombatStats, Item, Monster, Name, Player, Position, ProvidesHealing, Rect,
Renderable, Viewshed, InflictsDamage, MAPWIDTH, Ranged, Consumable, Confusion
};
use rltk::{RandomNumberGenerator, RGB};
use specs::prelude::*;
const MAX_MONSTERS: i32 = 4;
const MAX_ITEMS: i32 = 2;
// 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,
defence: 2,
power: 5,
})
.build()
}
pub fn random_monster(ecs: &mut World, x: i32, y: i32) {
let roll: i32;
{
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
roll = rng.roll_dice(1, 2);
}
match roll {
1 => orc(ecs, x, y),
_ => goblin(ecs, x, y),
}
}
fn random_item(ecs: &mut World, x: i32, y: i32) {
let roll :i32;
{
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
roll = rng.roll_dice(1, 4);
}
match roll {
1 => { health_potion(ecs, x, y) }
2 => { fireball_scroll(ecs, x, y) }
3 => { confusion_scroll(ecs, x, y)}
_ => { magic_missile_scroll(ecs, x, y) }
}
}
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<S: ToString>(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();
}
pub fn spawn_room(ecs: &mut World, room: &Rect) {
let mut monster_spawn_points: Vec<usize> = Vec::new();
let mut item_spawn_points: Vec<usize> = Vec::new();
// Scope to keep the borow checker happy
{
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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;
}
}
}
}
// Actually spawn the monsters
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;
random_item(ecs, x as i32, y as i32);
}
}
pub fn health_potion(ecs: &mut World, x: i32, y: i32) {
ecs.create_entity()
.with(Position { x, y })
.with(Renderable {
glyph: rltk::to_cp437(';'),
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 })
.build();
}
pub 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 })
.build();
}
pub 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 })
.build();
}
pub fn confusion_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::PINK),
bg: RGB::named(rltk::BLACK),
render_order: 2
})
.with(Name{ name: "Confusion Scroll".to_string() })
.with(Item{})
.with(Consumable{})
.with(Ranged{ range: 6 })
.with(Confusion{ turns: 4})
.build();
}