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bevy-turn-system

该 Skill 面向 Bevy 0.20+,说明如何用 Component 保存先攻、用 Resource 保存当前行动实体与回合数,并通过 .chain() 协调行动消耗与回合结束系统。提供 Rust 示例、状态归属表和注意事项,不包含完整项目脚手架。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:27:13
分类:开发依赖:读写文件应用场景: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-turn-system
Metadata
name
bevy-turn-system
description
Run Bevy 0.20 turns with initiative on components and the active entity plus round on one resource. Use when play steps by turn instead of every frame. Keywords: Bevy, turns, initiative, TurnClock, chain, ECS.

Bevy turn system

When to use

Load this when play advances in turns rather than continuous time. Time still exists; you choose not to step the simulation every frame.

ECS shape

  • Components: initiative and the active entity id you define.
  • Resources: the active entity and the round live in one 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.

Turn ownership

Fact Owner
Initiative A component number, sorted when the round opens.
Active actor TurnClock.order[index].
Round A counter on that same resource. Advance it in the chained end system.

Scope

  • Initiative is a component. The active entity and the round counter are one resource so a single system advances them.
  • Rebuild the queue when a round starts or when a speed stat changes. Do not sort again on every action.
  • bevy::state is for app modes, not an initiative queue. See bevy-state-machines.

Examples

[dependencies]
bevy = "0.20"

Each fighter stores speed and action points. The clock names who is active.

#[derive(Component)]
struct Fighter {
    speed: i32,
    tie_break: u32,
    action_points: u32,
}

#[derive(Resource)]
struct TurnClock {
    round: u32,
    order: Vec<Entity>,
    index: usize,
}

fn spawn_match(mut commands: Commands) {
    let a = commands
        .spawn(Fighter {
            speed: 12,
            tie_break: 0,
            action_points: 2,
        })
        .id();
    let b = commands
        .spawn(Fighter {
            speed: 12,
            tie_break: 1,
            action_points: 2,
        })
        .id();
    commands.insert_resource(TurnClock {
        round: 1,
        order: vec![a, b],
        index: 0,
    });
}

Sort once. Equal speed falls through to a stable id so replays stay deterministic.

#[derive(Component, Clone, Copy)]
struct Fighter {
    speed: i32,
    tie_break: u32,
}

#[derive(Resource)]
struct TurnClock {
    order: Vec<Entity>,
}

fn build_order(mut clock: ResMut<TurnClock>, fighters: Query<(Entity, &Fighter)>) {
    let mut rows: Vec<_> = fighters.iter().collect();
    rows.sort_by(|left, right| {
        right
            .1
            .speed
            .cmp(&left.1.speed)
            .then(left.1.tie_break.cmp(&right.1.tie_break))
    });
    clock.order = rows.into_iter().map(|(entity, _)| entity).collect();
}

Spend points only after the cost check. take_action sets end_requested. end_turn refills points and advances the index only when that flag is set. Both systems mutably use TurnClock and Fighter, so .chain() is required or the flag and the points race.

#[derive(Component)]
struct Fighter {
    action_points: u32,
}

#[derive(Resource)]
struct TurnClock {
    order: Vec<Entity>,
    index: usize,
    round: u32,
    end_requested: bool,
}

fn spend(cost: u32, fighter: &mut Fighter) -> bool {
    if fighter.action_points < cost {
        return false;
    }
    fighter.action_points -= cost;
    true
}

fn take_action(mut clock: ResMut<TurnClock>, mut fighters: Query<&mut Fighter>) {
    if clock.end_requested {
        return;
    }
    let Some(&current) = clock.order.get(clock.index) else {
        return;
    };
    let Ok(mut fighter) = fighters.get_mut(current) else {
        return;
    };
    if spend(1, &mut fighter) {
        clock.end_requested = true;
    }
}

fn end_turn(mut clock: ResMut<TurnClock>, mut fighters: Query<&mut Fighter>) {
    if !clock.end_requested || clock.order.is_empty() {
        return;
    }
    let Some(&current) = clock.order.get(clock.index) else {
        return;
    };
    if let Ok(mut fighter) = fighters.get_mut(current) {
        fighter.action_points = 2;
    }
    clock.end_requested = false;
    clock.index += 1;
    if clock.index >= clock.order.len() {
        clock.index = 0;
        clock.round += 1;
    }
}

pub struct TurnPlugin;

impl Plugin for TurnPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Update, (take_action, end_turn).chain());
    }
}

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
Initiative queue TurnClock order built when the round opens States or a sort on every action
Spend then end take_action then end_turn with .chain() Two unordered systems writing Fighter and TurnClock
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 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.

  • Do not sort initiative on every action. WHY: the queue is rebuilt when a round opens or a speed stat changes, so replays stay stable.

  • Do not use bevy::state as the initiative queue. WHY: states are app modes; the active entity is TurnClock.

  • 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 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