Bevy ability system
When to use
Load this when an actor grants, cools down, or spends an ability. Combat resolution stays on bevy-combat-system.
ECS shape
- Components: ability id, charges, and cooldown remaining on the caster.
- Resources: run-wide tables live in a resource (bevy-data-resources).
- Systems: mutate those components on
Updateor the fixed timestep. Use.chain()when damage must land before death. - Messages: one-shot facts (hit, pickup, quest advance) go through bevy-events-messaging. This file does not add a new event type name.
Ability choices
| Need | Bevy idiom |
|---|---|
| Ability definition | A Resource catalog plus a component row on the caster. |
| Cooldown | remaining stepped with Time<Fixed>::delta_secs in FixedUpdate. |
| Cast | MessageWriter<CastAccepted> after the cooldown and charge gates pass. |
Scope
- Cooldowns, charges, and catalogs are components and resources. Combat damage stays on bevy-combat-system.
- Stacking status effects is a component list you tick on
FixedUpdate.
Examples
[package]
name = "abilities"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
Cooldown and charges share the caster. Tick, then accept the cast, on FixedUpdate.
#[derive(Component)]
struct Cooldown {
remaining: f32,
duration: f32,
}
#[derive(Component)]
struct Charges {
current: u32,
max: u32,
}
#[derive(Message)]
struct CastAccepted {
caster: Entity,
}
fn tick_cooldowns(time: Res<Time<Fixed>>, mut query: Query<&mut Cooldown>) {
let dt = time.delta_secs();
for mut cooldown in &mut query {
cooldown.remaining = (cooldown.remaining - dt).max(0.0);
}
}
fn try_cast(
mut casters: Query<(Entity, &mut Cooldown, &mut Charges)>,
mut casts: MessageWriter<CastAccepted>,
) {
for (entity, mut cooldown, mut charges) in &mut casters {
if cooldown.remaining > 0.0 || charges.current == 0 {
continue;
}
charges.current -= 1;
cooldown.remaining = cooldown.duration;
casts.write(CastAccepted { caster: entity });
}
}
fn recharge(time: Res<Time<Fixed>>, mut casters: Query<(&Cooldown, &mut Charges)>) {
let dt = time.delta_secs();
for (cooldown, mut charges) in &mut casters {
if cooldown.remaining <= 0.0 && charges.current < charges.max && dt > 0.0 {
charges.current += 1;
}
}
}
pub struct AbilityPlugin;
impl Plugin for AbilityPlugin {
fn build(&self, app: &mut App) {
app.add_message::<CastAccepted>()
.add_systems(FixedUpdate, (tick_cooldowns, try_cast, recharge).chain());
}
}
The catalog is one resource. Live cooldown stays on the entity.
#[derive(Clone, Copy)]
struct AbilityDef {
id: u32,
cooldown: f32,
cost: u32,
}
#[derive(Resource)]
struct AbilityCatalog {
rows: Vec<AbilityDef>,
}
fn lookup(catalog: &AbilityCatalog, id: u32) -> Option<&AbilityDef> {
catalog.rows.iter().find(|row| row.id == id)
}
#[derive(Component)]
struct Cooldown {
remaining: f32,
duration: f32,
}
#[derive(Component)]
struct Charges {
current: u32,
max: u32,
}
fn spawn_caster(mut commands: Commands, catalog: Res<AbilityCatalog>) {
let def = lookup(&catalog, 1);
let duration = def.map(|row| row.cooldown).unwrap_or(0.5);
commands.spawn((
Cooldown {
remaining: 0.0,
duration,
},
Charges { current: 2, max: 2 },
));
}
A shared lock sits in a resource so one system owns it.
#[derive(Message)]
struct CastAccepted {
caster: Entity,
}
#[derive(Resource)]
struct GlobalCooldown {
remaining: f32,
}
fn tick_gcd(time: Res<Time<Fixed>>, mut gcd: ResMut<GlobalCooldown>) {
gcd.remaining = (gcd.remaining - time.delta_secs()).max(0.0);
}
fn arm_gcd(mut gcd: ResMut<GlobalCooldown>, mut casts: MessageReader<CastAccepted>) {
for _cast in casts.read() {
gcd.remaining = gcd.remaining.max(0.4);
}
}
Register CastAccepted with add_message in the same plugin that adds tick_gcd and arm_gcd.
Expert Knowledge Delta
Target: Bevy 0.20+.
Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.
Who owns state
| Piece | Owner | Who may mutate | Schedule |
|---|---|---|---|
| Data on one entity | Component |
One system via Query |
Update or FixedMain |
| One value for the whole app | Resource |
One system | Startup to insert, then the schedule that reads it |
| Spawn | Commands |
The spawning system | Startup for the initial world; later schedules for runtime spawn |
| Order that must not race | .chain() |
The chained systems only | Same schedule |
| Plugin boundary | Plugin |
build registers systems and resources |
Before the app runs |
Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.
Decision
| If you need | Do this | Do not |
|---|---|---|
| Per-entity data | Component + Query |
A value stored off the entity |
| App-wide config or clock | Resource |
Copy the value onto every entity |
| Stable simulation step | FixedMain and the Fixed clock |
Tie simulation to raw frame Update |
| Startup spawn | Commands in Startup |
Spawn from a render system |
| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging |
A new event type invented in this file |
| An API outside the documented set | Check the official docs first | A made-up crate or API |
Load references/ecs-ownership.md for the ownership table.
NEVER
-
Do not pin
/0.20.0/in docs URLs. WHY: links stay onlatest; the 0.20 target is stated once in prose. -
Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless
.chain()orders them. -
Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
-
No cooldown stored in a process-global static. WHY: the caster's
Cooldowncomponent and the catalogResourceare the owners. -
No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Reference
The library pin on bevy-master stays 0.20.0. Permalinks stay unversioned.
Official Documentation
- Assets - Official asset catalog. No third-party crate was selected.
- Examples - Example tree on the
latestbranch. - ECS -
Component, systems,Query,Startup,Update, and.chain(). - Plugins -
Plugin,DefaultPlugins,MinimalPlugins, andadd_plugins.
Related Skills
Prerequisites
- bevy-master - Hub and schedules.
- bevy-ecs-composition - Components and systems.
- bevy-combat-system - Hit resolution.
- bevy-input-handling - Cast input.
- bevy-data-resources - Tables and definitions.
- bevy-events-messaging - One-shot facts.
Complements
- bevy-state-machines - Mode flags.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.
