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: rawmaster.rs
    path of file: ./repos/rustrogueliketutorial/chapter-55-backtrack/src/raws
    
    the code of the file until where you have to start completion: use std::collections::{HashMap, HashSet};
use specs::prelude::*;
use crate::components::*;
use super::Raws;
use crate::random_table::{RandomTable};
use crate::{attr_bonus, npc_hp, mana_at_level};
use regex::Regex;
use specs::saveload::{MarkedBuilder, SimpleMarker};

pub fn parse_dice_string(dice : &str) -> (i32, i32, i32) {
    lazy_static! {
        static ref DICE_RE : Regex = Regex::new(r"(\d+)d(\d+)([\+\-]\d+)?").unwrap();
    }
    let mut n_dice = 1;
    let mut die_type = 4;
    let mut die_bonus = 0;
    for cap in DICE_RE.captures_iter(dice) {
        if let Some(group) = cap.get(1) {
            n_dice = group.as_str().parse::<i32>().expect("Not a digit");
        }
        if let Some(group) = cap.get(2) {
      
    
pub fn spawn_named_prop(raws: &RawMaster, ecs : &mut World, key : &str, pos : SpawnType) -> Option<Entity> {
    if raws.prop_index.contains_key(key) {
        let prop_template = &raws.raws.props[raws.prop_index[key]];

        let mut eb = ecs.create_entity().marked::<SimpleMarker<SerializeMe>>();

        // Spawn in the specified location
        eb = spawn_position(pos, eb, key, raws);

        // Renderable
        if let Some(renderable) = &prop_template.renderable {
            eb = eb.with(get_renderable_component(renderable));
        }

        eb = eb.with(Name{ name : prop_template.name.clone() });

        if let Some(hidden) = prop_template.hidden {
            if hidden { eb = eb.with(Hidden{}) };
        }
        if let Some(blocks_tile) = prop_template.blocks_tile {
            if blocks_tile { eb = eb.with(BlocksTile{}) };
        }
        if let Some(blocks_visibility) = prop_template.blocks_visibility {
            if blocks_visibility { eb = eb.with(BlocksVisibility{}) };
        }
        if let Some(door_open) = prop_template.door_open {
            eb = eb.with(Door{ open: door_open });
        }
        if let Some(entry_trigger) = &prop_template.entry_trigger {
            eb = eb.with(EntryTrigger{});
            for effect in entry_trigger.effects.iter() {
                match effect.0.as_str() {
                    "damage" => { eb = eb.with(InflictsDamage{ damage : effect.1.parse::<i32>().unwrap() }) }
                    "single_activation" => { eb = eb.with(SingleActivation{}) }
                    _ => {}
                }
            }
        }


        return Some(eb.build());
    }
    None
}