2022-06-07 02:02:53 +00:00
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use bevy::{ecs::event::Events, prelude::*};
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2021-04-15 00:57:37 +00:00
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2021-10-03 19:23:44 +00:00
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#[derive(Component, Default)]
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struct Enemy {
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hit_points: u32,
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score_value: u32,
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}
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2022-06-07 02:02:53 +00:00
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struct EnemyDied(u32);
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Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
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#[derive(Resource)]
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struct Score(u32);
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fn update_score(mut dead_enemies: EventReader<EnemyDied>, mut score: ResMut<Score>) {
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for value in dead_enemies.iter() {
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score.0 += value.0;
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}
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}
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fn despawn_dead_enemies(
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mut commands: Commands,
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mut dead_enemies: EventWriter<EnemyDied>,
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enemies: Query<(Entity, &Enemy)>,
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) {
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for (entity, enemy) in &enemies {
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if enemy.hit_points == 0 {
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commands.entity(entity).despawn_recursive();
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dead_enemies.send(EnemyDied(enemy.score_value));
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}
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}
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}
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fn hurt_enemies(mut enemies: Query<&mut Enemy>) {
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for mut enemy in &mut enemies {
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enemy.hit_points -= 1;
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}
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}
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fn spawn_enemy(mut commands: Commands, keyboard_input: Res<Input<KeyCode>>) {
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if keyboard_input.just_pressed(KeyCode::Space) {
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commands.spawn().insert(Enemy {
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hit_points: 5,
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score_value: 3,
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});
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}
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}
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#[test]
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fn did_hurt_enemy() {
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// Setup app
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let mut app = App::new();
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// Add Score resource
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app.insert_resource(Score(0));
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// Add `EnemyDied` event
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app.add_event::<EnemyDied>();
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// Add our two systems
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app.add_system(hurt_enemies.before(despawn_dead_enemies));
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app.add_system(despawn_dead_enemies);
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// Setup test entities
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let enemy_id = app
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.world
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.spawn()
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.insert(Enemy {
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hit_points: 5,
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score_value: 3,
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})
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.id();
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// Run systems
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app.update();
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// Check resulting changes
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assert!(app.world.get::<Enemy>(enemy_id).is_some());
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assert_eq!(app.world.get::<Enemy>(enemy_id).unwrap().hit_points, 4);
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}
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#[test]
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fn did_despawn_enemy() {
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// Setup app
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let mut app = App::new();
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// Add Score resource
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app.insert_resource(Score(0));
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// Add `EnemyDied` event
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app.add_event::<EnemyDied>();
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// Add our two systems
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app.add_system(hurt_enemies.before(despawn_dead_enemies));
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app.add_system(despawn_dead_enemies);
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// Setup test entities
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let enemy_id = app
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.world
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.spawn()
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.insert(Enemy {
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hit_points: 1,
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score_value: 1,
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})
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.id();
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// Run systems
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app.update();
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// Check enemy was despawned
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assert!(app.world.get::<Enemy>(enemy_id).is_none());
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// Get `EnemyDied` event reader
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let enemy_died_events = app.world.resource::<Events<EnemyDied>>();
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let mut enemy_died_reader = enemy_died_events.get_reader();
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let enemy_died = enemy_died_reader.iter(enemy_died_events).next().unwrap();
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// Check the event has been sent
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assert_eq!(enemy_died.0, 1);
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}
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#[test]
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fn spawn_enemy_using_input_resource() {
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// Setup app
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let mut app = App::new();
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// Add our systems
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app.add_system(spawn_enemy);
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// Setup test resource
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let mut input = Input::<KeyCode>::default();
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input.press(KeyCode::Space);
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app.insert_resource(input);
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// Run systems
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app.update();
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// Check resulting changes, one entity has been spawned with `Enemy` component
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assert_eq!(app.world.query::<&Enemy>().iter(&app.world).len(), 1);
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// Clear the `just_pressed` status for all `KeyCode`s
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app.world.resource_mut::<Input<KeyCode>>().clear();
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// Run systems
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app.update();
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// Check resulting changes, no new entity has been spawned
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assert_eq!(app.world.query::<&Enemy>().iter(&app.world).len(), 1);
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}
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#[test]
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fn update_score_on_event() {
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// Setup app
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let mut app = App::new();
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// Add Score resource
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app.insert_resource(Score(0));
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// Add `EnemyDied` event
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app.add_event::<EnemyDied>();
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// Add our systems
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app.add_system(update_score);
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// Send an `EnemyDied` event
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app.world
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.resource_mut::<Events<EnemyDied>>()
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.send(EnemyDied(3));
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// Run systems
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app.update();
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// Check resulting changes
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assert_eq!(app.world.resource::<Score>().0, 3);
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}
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