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bevy-combat-system

该 Skill 面向 Bevy 0.20+,指导用 ECS 组件、消息和 FixedUpdate 链实现生命值、队伍、无敌帧、近战命中与死亡清理,并附带 Rust 代码示例和 ECS 所有权说明;不包含物理引擎或实际重叠检测。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:26:52
分类:开发依赖:纯提示词应用场景:代码生成

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add thedivergentai/game-dev-agentic-skills/bevy-combat-system
Metadata
name
bevy-combat-system
description
Bevy ECS combat: Health, Team, and Invuln on actors, Hit messages, melee reach, despawn on FixedUpdate after damage. Use when a hit must change health before death. Keywords: Bevy, combat, health, Hit, Invuln, chain, FixedUpdate.

Bevy combat system

When to use

Load this when hits change health. Overlap tests wait on bevy-spatial-queries and the unpicked physics solver.

ECS shape

  • Components: health and team id that you define. No engine combat component was opened.
  • Resources: run-wide tables live in a resource (bevy-data-resources).
  • Systems: mutate those components on Update or 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.

Idioms

Need Bevy shape
Health A component with current and max. Fields are yours.
Confirmed hit A message the health system consumes.
Hurt volume A reach check on Transform until a solver owns shapes.

Scope

  • Health, damage, invulnerability, and team id are components. A hit is a message the health system consumes.
  • Volume overlap stays with bevy-physics-2d and bevy-physics-3d. A reach check on Transform is enough when you have no solver yet.

Examples

[package]
name = "combat"
version = "0.1.0"
edition = "2021"

[dependencies]
bevy = "0.20"

Health and team live on the actor. Apply hits, then despawn the dead, on one chain so death sees the new health.

#[derive(Component)]
struct Health {
    current: i32,
    max: i32,
}

#[derive(Component)]
struct Team(u32);

#[derive(Component)]
struct Invuln {
    remaining: f32,
}

#[derive(Message)]
struct Hit {
    target: Entity,
    amount: i32,
    source_team: u32,
}

fn apply_hits(
    mut hits: MessageReader<Hit>,
    mut actors: Query<(&Team, &mut Health, &mut Invuln)>,
) {
    for hit in hits.read() {
        let Ok((team, mut health, mut invuln)) = actors.get_mut(hit.target) else {
            continue;
        };
        if team.0 == hit.source_team || invuln.remaining > 0.0 || hit.amount <= 0 {
            continue;
        }
        health.current = (health.current - hit.amount).max(0);
        invuln.remaining = 0.25;
    }
}

fn tick_invuln(time: Res<Time<Fixed>>, mut actors: Query<&mut Invuln>) {
    let dt = time.delta_secs();
    for mut invuln in &mut actors {
        invuln.remaining = (invuln.remaining - dt).max(0.0);
    }
}

fn despawn_dead(mut commands: Commands, actors: Query<(Entity, &Health)>) {
    for (entity, health) in &actors {
        if health.current <= 0 {
            commands.entity(entity).despawn();
        }
    }
}

pub struct CombatPlugin;

impl Plugin for CombatPlugin {
    fn build(&self, app: &mut App) {
        app.add_message::<Hit>().add_systems(
            FixedUpdate,
            (tick_invuln, apply_hits, despawn_dead).chain(),
        );
    }
}

A swing writes hits from translation distance. Physics volumes replace this query when a solver owns the shapes.

#[derive(Component)]
struct Melee {
    reach: f32,
    damage: i32,
    active: bool,
}

#[derive(Component)]
struct Team(u32);

#[derive(Message)]
struct Hit {
    target: Entity,
    amount: i32,
    source_team: u32,
}

fn melee_hits(
    attackers: Query<(&Transform, &Team, &Melee)>,
    targets: Query<(Entity, &Transform, &Team)>,
    mut hits: MessageWriter<Hit>,
) {
    for (atk_tf, atk_team, melee) in &attackers {
        if !melee.active {
            continue;
        }
        for (entity, tgt_tf, tgt_team) in &targets {
            if atk_team.0 == tgt_team.0 {
                continue;
            }
            if atk_tf.translation.distance(tgt_tf.translation) <= melee.reach {
                hits.write(Hit {
                    target: entity,
                    amount: melee.damage,
                    source_team: atk_team.0,
                });
            }
        }
    }
}

Spawn a fighter with full health and a clear invulnerability window.

#[derive(Component)]
struct Health {
    current: i32,
    max: i32,
}

#[derive(Component)]
struct Team(u32);

#[derive(Component)]
struct Invuln {
    remaining: f32,
}

fn spawn_fighter(mut commands: Commands) {
    commands.spawn((
        Health { current: 40, max: 40 },
        Team(1),
        Invuln { remaining: 0.0 },
        Transform::from_xyz(0.0, 0.0, 0.0),
    ));
}

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 scene-tree script on the actor
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 Read the official manual linked below 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 on latest; 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 scene-tree node or signal bus for this mechanic. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • 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.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None yet.

Master