2024-07-15 13:39:41 +00:00
|
|
|
//! Demonstrates how to propagate events through the hierarchy with observers.
|
|
|
|
|
|
|
|
use std::time::Duration;
|
|
|
|
|
|
|
|
use bevy::{log::LogPlugin, prelude::*, time::common_conditions::on_timer};
|
|
|
|
use rand::{seq::IteratorRandom, thread_rng, Rng};
|
|
|
|
|
|
|
|
fn main() {
|
|
|
|
App::new()
|
|
|
|
.add_plugins((MinimalPlugins, LogPlugin::default()))
|
|
|
|
.add_systems(Startup, setup)
|
|
|
|
.add_systems(
|
|
|
|
Update,
|
|
|
|
attack_armor.run_if(on_timer(Duration::from_millis(200))),
|
|
|
|
)
|
|
|
|
// Add a global observer that will emit a line whenever an attack hits an entity.
|
2024-10-09 15:39:29 +00:00
|
|
|
.add_observer(attack_hits)
|
2024-07-15 13:39:41 +00:00
|
|
|
.run();
|
|
|
|
}
|
|
|
|
|
|
|
|
// In this example, we spawn a goblin wearing different pieces of armor. Each piece of armor
|
|
|
|
// is represented as a child entity, with an `Armor` component.
|
|
|
|
//
|
|
|
|
// We're going to model how attack damage can be partially blocked by the goblin's armor using
|
|
|
|
// event bubbling. Our events will target the armor, and if the armor isn't strong enough to block
|
|
|
|
// the attack it will continue up and hit the goblin.
|
|
|
|
fn setup(mut commands: Commands) {
|
|
|
|
commands
|
|
|
|
.spawn((Name::new("Goblin"), HitPoints(50)))
|
|
|
|
.observe(take_damage)
|
|
|
|
.with_children(|parent| {
|
|
|
|
parent
|
|
|
|
.spawn((Name::new("Helmet"), Armor(5)))
|
|
|
|
.observe(block_attack);
|
|
|
|
parent
|
|
|
|
.spawn((Name::new("Socks"), Armor(10)))
|
|
|
|
.observe(block_attack);
|
|
|
|
parent
|
|
|
|
.spawn((Name::new("Shirt"), Armor(15)))
|
|
|
|
.observe(block_attack);
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
// This event represents an attack we want to "bubble" up from the armor to the goblin.
|
|
|
|
#[derive(Clone, Component)]
|
|
|
|
struct Attack {
|
|
|
|
damage: u16,
|
|
|
|
}
|
|
|
|
|
|
|
|
// We enable propagation by implementing `Event` manually (rather than using a derive) and specifying
|
|
|
|
// two important pieces of information:
|
|
|
|
impl Event for Attack {
|
|
|
|
// 1. Which component we want to propagate along. In this case, we want to "bubble" (meaning propagate
|
|
|
|
// from child to parent) so we use the `Parent` component for propagation. The component supplied
|
|
|
|
// must implement the `Traversal` trait.
|
2024-09-23 18:08:36 +00:00
|
|
|
type Traversal = &'static Parent;
|
2024-07-15 13:39:41 +00:00
|
|
|
// 2. We can also choose whether or not this event will propagate by default when triggered. If this is
|
|
|
|
// false, it will only propagate following a call to `Trigger::propagate(true)`.
|
|
|
|
const AUTO_PROPAGATE: bool = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// An entity that can take damage.
|
|
|
|
#[derive(Component, Deref, DerefMut)]
|
|
|
|
struct HitPoints(u16);
|
|
|
|
|
|
|
|
/// For damage to reach the wearer, it must exceed the armor.
|
|
|
|
#[derive(Component, Deref)]
|
|
|
|
struct Armor(u16);
|
|
|
|
|
|
|
|
/// A normal bevy system that attacks a piece of the goblin's armor on a timer.
|
|
|
|
fn attack_armor(entities: Query<Entity, With<Armor>>, mut commands: Commands) {
|
2024-08-19 21:46:42 +00:00
|
|
|
let mut rng = thread_rng();
|
2024-07-15 13:39:41 +00:00
|
|
|
if let Some(target) = entities.iter().choose(&mut rng) {
|
2024-08-19 21:46:42 +00:00
|
|
|
let damage = rng.gen_range(1..20);
|
2024-07-15 13:39:41 +00:00
|
|
|
commands.trigger_targets(Attack { damage }, target);
|
|
|
|
info!("⚔️ Attack for {} damage", damage);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn attack_hits(trigger: Trigger<Attack>, name: Query<&Name>) {
|
|
|
|
if let Ok(name) = name.get(trigger.entity()) {
|
|
|
|
info!("Attack hit {}", name);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// A callback placed on [`Armor`], checking if it absorbed all the [`Attack`] damage.
|
|
|
|
fn block_attack(mut trigger: Trigger<Attack>, armor: Query<(&Armor, &Name)>) {
|
|
|
|
let (armor, name) = armor.get(trigger.entity()).unwrap();
|
|
|
|
let attack = trigger.event_mut();
|
|
|
|
let damage = attack.damage.saturating_sub(**armor);
|
|
|
|
if damage > 0 {
|
|
|
|
info!("🩸 {} damage passed through {}", damage, name);
|
|
|
|
// The attack isn't stopped by the armor. We reduce the damage of the attack, and allow
|
|
|
|
// it to continue on to the goblin.
|
|
|
|
attack.damage = damage;
|
|
|
|
} else {
|
|
|
|
info!("🛡️ {} damage blocked by {}", attack.damage, name);
|
|
|
|
// Armor stopped the attack, the event stops here.
|
|
|
|
trigger.propagate(false);
|
|
|
|
info!("(propagation halted early)\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// A callback on the armor wearer, triggered when a piece of armor is not able to block an attack,
|
|
|
|
/// or the wearer is attacked directly.
|
|
|
|
fn take_damage(
|
|
|
|
trigger: Trigger<Attack>,
|
|
|
|
mut hp: Query<(&mut HitPoints, &Name)>,
|
|
|
|
mut commands: Commands,
|
2024-08-21 12:29:33 +00:00
|
|
|
mut app_exit: EventWriter<AppExit>,
|
2024-07-15 13:39:41 +00:00
|
|
|
) {
|
|
|
|
let attack = trigger.event();
|
|
|
|
let (mut hp, name) = hp.get_mut(trigger.entity()).unwrap();
|
|
|
|
**hp = hp.saturating_sub(attack.damage);
|
|
|
|
|
|
|
|
if **hp > 0 {
|
|
|
|
info!("{} has {:.1} HP", name, hp.0);
|
|
|
|
} else {
|
|
|
|
warn!("💀 {} has died a gruesome death", name);
|
|
|
|
commands.entity(trigger.entity()).despawn_recursive();
|
2024-08-21 12:29:33 +00:00
|
|
|
app_exit.send(AppExit::Success);
|
2024-07-15 13:39:41 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
info!("(propagation reached root)\n");
|
|
|
|
}
|