use rand::{Rng, seq::SliceRandom}; use specs::{ ReadStorage, System, Join, Write, Read }; use crate::{ components::{ Position, Loot, Trigger, TriggerBox, Flags, Flag }, resources::{NewEntities, Ground}, Pos }; pub struct DropLoot; impl <'a> System<'a> for DropLoot{ type SystemData = ( ReadStorage<'a, Position>, Write<'a, NewEntities>, ReadStorage<'a, TriggerBox>, ReadStorage<'a, Loot>, Read<'a, Ground>, ReadStorage<'a, Flags> ); fn run(&mut self, (positions, mut new, triggerboxes, loots, ground, flags): Self::SystemData) { for (position, triggerbox, loot) in (&positions, &triggerboxes, &loots).join(){ if triggerbox.has_message(&[Trigger::Die, Trigger::Loot]) { for (template, chance) in &loot.loot { if *chance > rand::thread_rng().gen_range(0.0, 1.0) { // todo: better error handling let pos = pick_position(position.pos, &ground, &flags); new.create(pos, &template).unwrap(); } } } } } } fn pick_position<'a>(pos: Pos, ground: &Read<'a, Ground>, flags: &ReadStorage<'a, Flags>) -> Pos { let ground_flags = ground.flags_on(pos, &flags); if !ground_flags.contains(&Flag::Blocking) && ground_flags.contains(&Flag::Floor) { return pos } let mut neighbours = vec![(1,0), (-1,0), (0,1), (0,-1)]; neighbours.shuffle(&mut rand::thread_rng()); for t in neighbours { let p = pos + Pos::from_tuple(t); let ground_flags = ground.flags_on(p, &flags); if !ground_flags.contains(&Flag::Blocking) && ground_flags.contains(&Flag::Floor) { return p } } return pos; }