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use rand::Rng;
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 mut pos = position.pos;
for t in &[(0,0), (1,0), (-1,0), (0,1), (0,-1)] {
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) {
pos = p;
break;
}
}
new.create(pos, &template).unwrap();
}
}
}
}
}
}
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