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bevy-game-loop-harvest

Bevy ECS harvest loop: Crop stage on Time<Fixed>, season scale, catch-up from a LastVisit resource, Harvested messages. Use when growth must finish before the yield message. Keywords: Bevy, harvest, crop, FixedUpdate, season, catch-up.

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包含的文件(2)

  • SKILL.md8.3 KB
  • references/ecs-ownership.md536 B

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Bevy harvest loop

When to use

Load this when crops advance on a timer and a harvest message records the yield.

ECS shape

  • Components: growth elapsed and a stage index you define.
  • Resources: the last visit and the season scale live in resources (bevy-data-resources).
  • Systems: step growth on FixedUpdate. Use .chain() so harvest reads the stage growth just wrote.
  • Messages: Harvested is the one-shot yield fact. Inventory applies it in bevy-inventory-system.

Idioms

NeedBevy shape
GrowthElapsed time on a component, stepped on the fixed clock.
ExtractA Harvested message. Inventory consumes it.
SeasonA resource scale. No calendar type was opened.

Scope

  • A crop component stores stage and elapsed time. Growth steps on Time<Fixed>.
  • Offline catch-up reads Time::elapsed_secs against a resource that remembers the last visit.

Examples

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

[dependencies]
bevy = "0.20"

Growth advances one stage per interval. Harvest only fires when the last stage is ready.

#[derive(Component)]
struct Crop {
    stage: u8,
    elapsed: f32,
    stage_seconds: f32,
    stages: u8,
}

#[derive(Message)]
struct Harvested {
    plot: Entity,
    yield_item: u32,
}

fn grow(time: Res<Time<Fixed>>, mut crops: Query<&mut Crop>) {
    let dt = time.delta_secs();
    for mut crop in &mut crops {
        if crop.stage + 1 >= crop.stages {
            continue;
        }
        crop.elapsed += dt;
        if crop.elapsed >= crop.stage_seconds {
            crop.elapsed = 0.0;
            crop.stage += 1;
        }
    }
}

fn harvest(
    mut commands: Commands,
    crops: Query<(Entity, &Crop)>,
    mut harvested: MessageWriter<Harvested>,
) {
    for (entity, crop) in &crops {
        if crop.stage + 1 < crop.stages {
            continue;
        }
        harvested.write(Harvested {
            plot: entity,
            yield_item: 7,
        });
        commands.entity(entity).despawn();
    }
}

pub struct HarvestPlugin;

impl Plugin for HarvestPlugin {
    fn build(&self, app: &mut App) {
        app.add_message::<Harvested>()
            .add_systems(FixedUpdate, (grow, harvest).chain());
    }
}

Catch-up applies the seconds since the last recorded visit, then stores the new mark.

#[derive(Component)]
struct Crop {
    stage: u8,
    elapsed: f32,
    stage_seconds: f32,
    stages: u8,
}

#[derive(Resource)]
struct LastVisit {
    elapsed_secs: f32,
}

fn catch_up(time: Res<Time>, mut last: ResMut<LastVisit>, mut crops: Query<&mut Crop>) {
    let now = time.elapsed_secs();
    let gap = (now - last.elapsed_secs).max(0.0);
    last.elapsed_secs = now;
    if gap <= 0.0 {
        return;
    }
    for mut crop in &mut crops {
        let mut left = gap;
        while left > 0.0 && crop.stage + 1 < crop.stages {
            let need = (crop.stage_seconds - crop.elapsed).max(0.0);
            if left < need {
                crop.elapsed += left;
                left = 0.0;
            } else {
                left -= need;
                crop.elapsed = 0.0;
                crop.stage += 1;
            }
        }
    }
}

A season resource scales how fast every crop in the run advances.

#[derive(Resource)]
struct Season {
    growth_scale: f32,
}

#[derive(Component)]
struct Crop {
    stage: u8,
    elapsed: f32,
    stage_seconds: f32,
    stages: u8,
}

fn season_grow(time: Res<Time<Fixed>>, season: Res<Season>, mut crops: Query<&mut Crop>) {
    let dt = time.delta_secs() * season.growth_scale.max(0.0);
    for mut crop in &mut crops {
        if crop.stage + 1 >= crop.stages {
            continue;
        }
        crop.elapsed += dt;
        if crop.elapsed >= crop.stage_seconds {
            crop.elapsed -= crop.stage_seconds;
            crop.stage += 1;
        }
    }
}

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 scene-tree script on the actor
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
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 setRead the official manual linked belowA 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

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