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bevy-quest-system

Track Bevy 0.20 quest definitions in a Resource and per-party progress in a Component, advanced by Messages. Use when objectives must change stage without inventing a quest crate. Keywords: Bevy, quest, objective, QuestProgress, Message, ECS.

中文简介正在准备中。当前显示原文说明。

查看安装方法

包含的文件(2)

  • SKILL.md9.6 KB
  • references/ecs-ownership.md766 B

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

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 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.

Where a quest lives

FactOwner
DefinitionId plus objectives in QuestCatalog.
Objective countA number incremented from a Message.
CompleteA stage change on QuestProgress. Rewards go through inventory or economy skills.

Scope

  • A quest definition is a Resource table. Runtime progress is a Component on 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

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
Quest definitionsQuestCatalogCopying progress counts back into the catalog
Stage changeThe one Update system that reads MessageReader<ObjectiveFact>A dialogue system writing QuestProgress
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 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 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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