2021-11-05 14:32:14 -04:00
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use crate::components::{
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AreaOfEffect, BlocksTile, CombatStats, Confusion, Consumable, InflictsDamage, Item, Monster,
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2021-11-08 13:58:40 -05:00
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Name, Player, Position, ProvidesHealing, Ranged, Renderable, SerializeMe, Viewshed,
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};
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2021-11-05 14:32:14 -04:00
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use crate::{Rect, MAP_WIDTH};
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2021-11-03 09:55:17 -04:00
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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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const MAX_MONSTERS: i32 = 4;
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const MAX_ITEMS: i32 = 2;
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/// Spawns the player and returns their entity object
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pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
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ecs.create_entity()
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.with(Position {
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x: player_x,
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y: player_y,
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})
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.with(Renderable {
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glyph: rltk::to_cp437('@'),
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fg: RGB::named(rltk::YELLOW),
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bg: RGB::named(rltk::BLACK),
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render_order: 0,
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})
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.with(Player {})
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.with(Viewshed::default())
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.with(Name::new("Player"))
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.with(CombatStats {
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max_hp: 30,
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hp: 30,
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defense: 2,
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power: 5,
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})
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.marked::<SimpleMarker<SerializeMe>>()
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.build()
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}
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/// Spawns a random monster at a given location
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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, 2);
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}
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match roll {
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1 => orc(ecs, x, y),
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_ => goblin(ecs, x, y),
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}
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}
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fn orc(ecs: &mut World, x: i32, y: i32) {
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monster(ecs, x, y, rltk::to_cp437('o'), "Orc");
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}
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fn goblin(ecs: &mut World, x: i32, y: i32) {
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monster(ecs, x, y, rltk::to_cp437('g'), "Goblin");
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}
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fn monster<S: ToString>(ecs: &mut World, x: i32, y: i32, glyph: rltk::FontCharType, name: S) {
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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,
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fg: RGB::named(rltk::RED),
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bg: RGB::named(rltk::BLACK),
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render_order: 1,
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})
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.with(Viewshed::default())
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.with(Monster {})
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.with(Name::new(name))
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.with(BlocksTile {})
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.with(CombatStats {
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max_hp: 16,
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hp: 16,
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defense: 1,
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power: 4,
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})
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.marked::<SimpleMarker<SerializeMe>>()
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.build();
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}
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/// fills a room with stuff!
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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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// Scope to keep the borrow checker happy
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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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for _i in 0..num_monsters {
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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 * MAP_WIDTH) + 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 * MAP_WIDTH) + x;
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if !item_spawn_points.contains(&idx) {
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item_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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}
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// Actually spawn the monsters
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for idx in monster_spawn_points.iter() {
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let x = *idx % MAP_WIDTH;
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let y = *idx / MAP_WIDTH;
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random_monster(ecs, x as i32, y as i32);
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}
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// Actually spawn the items
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for idx in item_spawn_points.iter() {
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let x = *idx % MAP_WIDTH;
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let y = *idx / MAP_WIDTH;
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random_item(ecs, x as i32, y as i32);
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}
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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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.with(Renderable {
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glyph: rltk::to_cp437('¡'),
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fg: RGB::named(rltk::MAGENTA),
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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::new("Health Potion"))
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.with(Item {})
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.with(Consumable {})
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.with(ProvidesHealing { heal_amount: 8 })
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.build();
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}
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fn magic_missile_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::CYAN),
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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::new("Magic Missile Scroll"))
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.with(Item {})
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.with(Consumable {})
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.with(Ranged { range: 6 })
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.with(InflictsDamage { damage: 8 })
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.marked::<SimpleMarker<SerializeMe>>()
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.build();
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}
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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, 4);
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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 => fireball_scroll(ecs, x, y),
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3 => confusion_scroll(ecs, x, y),
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_ => magic_missile_scroll(ecs, x, y),
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}
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}
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fn fireball_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::ORANGE),
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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::new("Fireball Scroll"))
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.with(Item {})
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.with(Consumable {})
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.with(Ranged { range: 6 })
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.with(InflictsDamage { damage: 20 })
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.with(AreaOfEffect { radius: 3 })
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.marked::<SimpleMarker<SerializeMe>>()
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.build();
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}
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fn confusion_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::PINK),
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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::new("Confusion Scroll"))
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.with(Item {})
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.with(Consumable {})
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.with(Ranged { range: 6 })
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.with(Confusion { turns: 4 })
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.marked::<SimpleMarker<SerializeMe>>()
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.build();
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}
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