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bevy-turn-system

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.

The English summary is being prepared. Showing the original description.

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  • SKILL.md9.2 KB
  • references/ecs-ownership.md678 B

SKILL.md (original)

Review the instructions the agent will receive before you install.

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

FactOwner
InitiativeA component number, sorted when the round opens.
Active actorTurnClock.order[index].
RoundA 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

PieceOwnerWho may mutateSchedule
Data on one entityComponentOne system via QueryUpdate or FixedMain
One value for the whole appResourceOne systemStartup to insert, then the schedule that reads it
SpawnCommandsThe spawning systemStartup for the initial world; later schedules for runtime spawn
Order that must not race.chain()The chained systems onlySame schedule
Plugin boundaryPluginbuild registers systems and resourcesBefore 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 needDo thisDo not
Per-entity dataComponent + QueryA field stored outside the world
App-wide config or clockResourceCopy the value onto every entity
Stable simulation stepFixedMain and the Fixed clockTie simulation to raw frame Update
Startup spawnCommands in StartupSpawn from a render system
Initiative queueTurnClock order built when the round opensStates or a sort on every action
Spend then endtake_action then end_turn with .chain()Two unordered systems writing Fighter and TurnClock
Cross-system notice that is not shared stateMessage or observer slot in bevy-events-messagingA new event type invented in this file
An API outside the documented setCheck the official documentationA 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

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