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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) {
let pos = if loot.spread {
pick_position(position.pos, &ground, &flags)
} else {position.pos};
// todo: better error handling
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;
}
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