You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: spawner.rs
    path of file: ./repos/rustrogueliketutorial/chapter-48-town2/src
    
    the code of the file until where you have to start completion: use rltk::{ RGB, RandomNumberGenerator };
use specs::prelude::*;
use super::{CombatStats, Player, Renderable, Name, Position, Viewshed, Rect,
    SerializeMe, random_table::RandomTable, HungerClock, HungerState, Map, TileType, raws::* };
use specs::saveload::{MarkedBuilder, SimpleMarker};
use std::collections::HashMap;

/// 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(Positio
    
pub fn spawn_region(_map: &Map, rng: &mut RandomNumberGenerator, area : &[usize], map_depth: i32, spawn_list : &mut Vec<(usize, String)>) {
    let spawn_table = room_table(map_depth);
    let mut spawn_points : HashMap<usize, String> = HashMap::new();
    let mut areas : Vec<usize> = Vec::from(area);

    // Scope to keep the borrow checker happy
    {
        let num_spawns = i32::min(areas.len() as i32, rng.roll_dice(1, MAX_MONSTERS + 3) + (map_depth - 1) - 3);
        if num_spawns == 0 { return; }

        for _i in 0 .. num_spawns {
            let array_index = if areas.len() == 1 { 0usize } else { (rng.roll_dice(1, areas.len() as i32)-1) as usize };

            let map_idx = areas[array_index];
            spawn_points.insert(map_idx, spawn_table.roll(rng));
            areas.remove(array_index);
        }
    }

    // Actually spawn the monsters
    for spawn in spawn_points.iter() {
        spawn_list.push((*spawn.0, spawn.1.to_string()));
    }
}