Bevy quest system
When to use
Load this when objectives advance. Dialogue that grants them stays on bevy-dialogue-system.
ECS shape
- Components: quest id and stage you define.
- 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.
Where a quest lives
| Fact | Owner |
|---|---|
| Definition | Id plus objectives in QuestCatalog. |
| Objective count | A number incremented from a Message. |
| Complete | A stage change on QuestProgress. Rewards go through inventory or economy skills. |
Scope
- A quest definition is a
Resourcetable. Runtime progress is aComponenton the party entity. - One system writes stage changes. Completion grants stay as data another skill reads.
Examples
[dependencies]
bevy = "0.20"
Definitions live in one resource. The party entity stores which quests are active and how far each objective has counted.
#[derive(Clone, Copy, PartialEq, Eq, Hash)]
struct QuestId(u32);
#[derive(Clone, Copy, PartialEq, Eq)]
enum QuestStage {
Inactive,
Active,
Complete,
}
#[derive(Clone, Copy)]
struct ObjectiveDef {
id: u32,
required: u32,
}
struct QuestDef {
id: QuestId,
objectives: Vec<ObjectiveDef>,
}
#[derive(Resource)]
struct QuestCatalog {
quests: Vec<QuestDef>,
}
#[derive(Clone, Copy)]
struct ObjectiveProgress {
id: u32,
count: u32,
}
#[derive(Component)]
struct QuestProgress {
quest: QuestId,
stage: QuestStage,
objectives: Vec<ObjectiveProgress>,
}
fn accept(catalog: Res<QuestCatalog>, mut commands: Commands, party: Query<Entity, Without<QuestProgress>>) {
let Some(def) = catalog.quests.first() else {
return;
};
for entity in &party {
commands.entity(entity).insert(QuestProgress {
quest: def.id,
stage: QuestStage::Active,
objectives: def
.objectives
.iter()
.map(|objective| ObjectiveProgress {
id: objective.id,
count: 0,
})
.collect(),
});
}
}
A pickup or kill is a message. The quest system is the only writer of QuestProgress.
#[derive(Clone, Copy, PartialEq, Eq)]
enum QuestStage {
Active,
Complete,
}
#[derive(Component)]
struct QuestProgress {
stage: QuestStage,
objective: u32,
count: u32,
required: u32,
}
#[derive(Message)]
struct ObjectiveFact {
objective: u32,
}
fn apply_facts(mut facts: MessageReader<ObjectiveFact>, mut quests: Query<&mut QuestProgress>) {
for fact in facts.read() {
for mut quest in &mut quests {
if quest.stage != QuestStage::Active || quest.objective != fact.objective {
continue;
}
quest.count = (quest.count + 1).min(quest.required);
if quest.count >= quest.required {
quest.stage = QuestStage::Complete;
}
}
}
}
Register the message, accept on startup, then apply facts. One system writes QuestProgress. A completed stage is the reward payload other skills read.
#[derive(Clone, Copy, PartialEq, Eq)]
enum QuestStage {
Active,
Complete,
}
#[derive(Component)]
struct QuestProgress {
stage: QuestStage,
objective: u32,
count: u32,
required: u32,
}
#[derive(Message)]
struct ObjectiveFact {
objective: u32,
}
#[derive(Resource, Default)]
struct QuestCatalog;
fn accept(mut commands: Commands) {
commands.spawn(QuestProgress {
stage: QuestStage::Active,
objective: 1,
count: 0,
required: 3,
});
}
fn apply_facts(mut facts: MessageReader<ObjectiveFact>, mut quests: Query<&mut QuestProgress>) {
for fact in facts.read() {
for mut quest in &mut quests {
if quest.stage != QuestStage::Active || quest.objective != fact.objective {
continue;
}
quest.count = (quest.count + 1).min(quest.required);
if quest.count >= quest.required {
quest.stage = QuestStage::Complete;
}
}
}
}
pub struct QuestPlugin;
impl Plugin for QuestPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<QuestCatalog>()
.add_message::<ObjectiveFact>()
.add_systems(Startup, accept)
.add_systems(Update, apply_facts);
}
}
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 field stored outside the world |
| 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 |
| Quest definitions | QuestCatalog |
Copying progress counts back into the catalog |
| Stage change | The one Update system that reads MessageReader<ObjectiveFact> |
A dialogue system writing QuestProgress |
| 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 documentation | 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.
-
Do not keep a second writer of
QuestProgress. WHY: two mutable queries of the same component race unless.chain()orders them. -
Do not import another engine's node or signal types. WHY: quest stage is a component and a message, not a foreign object.
-
No invented APIs or unnamed third-party crates as the chosen solver. WHY: this skill only names documented Bevy crates and modules.
Reference
Official links stay on unversioned latest pages. The library pin on bevy-master stays 0.20.0.
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-dialogue-system - Lines that grant quests.
- bevy-data-resources - Tables and definitions.
- bevy-events-messaging - One-shot facts.
Complements
- bevy-state-machines - Mode flags.
- godot-quest-system - Godot package for quest tracking.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.
