//! 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. .add_observer(attack_hits) .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. type Traversal = &'static Parent; // 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>, mut commands: Commands) { let mut rng = thread_rng(); if let Some(target) = entities.iter().choose(&mut rng) { let damage = rng.gen_range(1..20); commands.trigger_targets(Attack { damage }, target); info!("⚔️ Attack for {} damage", damage); } } fn attack_hits(trigger: Trigger, 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, 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, mut hp: Query<(&mut HitPoints, &Name)>, mut commands: Commands, mut app_exit: EventWriter, ) { 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(); app_exit.send(AppExit::Success); } info!("(propagation reached root)\n"); }