bevy/examples/ecs/ecs_guide.rs
Alice Cecile 557ab9897a Make get_resource (and friends) infallible (#4047)
# Objective

- In the large majority of cases, users were calling `.unwrap()` immediately after `.get_resource`.
- Attempting to add more helpful error messages here resulted in endless manual boilerplate (see #3899 and the linked PRs).

## Solution

- Add an infallible variant named `.resource` and so on.
- Use these infallible variants over `.get_resource().unwrap()` across the code base.

## Notes

I did not provide equivalent methods on `WorldCell`, in favor of removing it entirely in #3939.

## Migration Guide

Infallible variants of `.get_resource` have been added that implicitly panic, rather than needing to be unwrapped.

Replace `world.get_resource::<Foo>().unwrap()` with `world.resource::<Foo>()`.

## Impact

- `.unwrap` search results before: 1084
- `.unwrap` search results after: 942
- internal `unwrap_or_else` calls added: 4
- trivial unwrap calls removed from tests and code: 146
- uses of the new `try_get_resource` API: 11
- percentage of the time the unwrapping API was used internally: 93%
2022-02-27 22:37:18 +00:00

359 lines
14 KiB
Rust

use bevy::{
app::{AppExit, ScheduleRunnerPlugin, ScheduleRunnerSettings},
ecs::schedule::ReportExecutionOrderAmbiguities,
log::LogPlugin,
prelude::*,
utils::Duration,
};
use rand::random;
/// This is a guided introduction to Bevy's "Entity Component System" (ECS)
/// All Bevy app logic is built using the ECS pattern, so definitely pay attention!
///
/// Why ECS?
/// * Data oriented: Functionality is driven by data
/// * Clean Architecture: Loose coupling of functionality / prevents deeply nested inheritance
/// * High Performance: Massively parallel and cache friendly
///
/// ECS Definitions:
///
/// Component: just a normal Rust data type. generally scoped to a single piece of functionality
/// Examples: position, velocity, health, color, name
///
/// Entity: a collection of components with a unique id
/// Examples: Entity1 { Name("Alice"), Position(0, 0) }, Entity2 { Name("Bill"), Position(10, 5)
/// }
/// Resource: a shared global piece of data
/// Examples: asset storage, events, system state
///
/// System: runs logic on entities, components, and resources
/// Examples: move system, damage system
///
/// Now that you know a little bit about ECS, lets look at some Bevy code!
/// We will now make a simple "game" to illustrate what Bevy's ECS looks like in practice.
// COMPONENTS: Pieces of functionality we add to entities. These are just normal Rust data types
//
// Our game will have a number of "players". Each player has a name that identifies them
#[derive(Component)]
struct Player {
name: String,
}
// Each player also has a score. This component holds on to that score
#[derive(Component)]
struct Score {
value: usize,
}
// RESOURCES: "Global" state accessible by systems. These are also just normal Rust data types!
//
// This resource holds information about the game:
#[derive(Default)]
struct GameState {
current_round: usize,
total_players: usize,
winning_player: Option<String>,
}
// This resource provides rules for our "game".
struct GameRules {
winning_score: usize,
max_rounds: usize,
max_players: usize,
}
// SYSTEMS: Logic that runs on entities, components, and resources. These generally run once each
// time the app updates.
//
// This is the simplest type of system. It just prints "This game is fun!" on each run:
fn print_message_system() {
println!("This game is fun!");
}
// Systems can also read and modify resources. This system starts a new "round" on each update:
// NOTE: "mut" denotes that the resource is "mutable"
// Res<GameRules> is read-only. ResMut<GameState> can modify the resource
fn new_round_system(game_rules: Res<GameRules>, mut game_state: ResMut<GameState>) {
game_state.current_round += 1;
println!(
"Begin round {} of {}",
game_state.current_round, game_rules.max_rounds
);
}
// This system updates the score for each entity with the "Player" and "Score" component.
fn score_system(mut query: Query<(&Player, &mut Score)>) {
for (player, mut score) in query.iter_mut() {
let scored_a_point = random::<bool>();
if scored_a_point {
score.value += 1;
println!(
"{} scored a point! Their score is: {}",
player.name, score.value
);
} else {
println!(
"{} did not score a point! Their score is: {}",
player.name, score.value
);
}
}
// this game isn't very fun is it :)
}
// This system runs on all entities with the "Player" and "Score" components, but it also
// accesses the "GameRules" resource to determine if a player has won.
fn score_check_system(
game_rules: Res<GameRules>,
mut game_state: ResMut<GameState>,
query: Query<(&Player, &Score)>,
) {
for (player, score) in query.iter() {
if score.value == game_rules.winning_score {
game_state.winning_player = Some(player.name.clone());
}
}
}
// This system ends the game if we meet the right conditions. This fires an AppExit event, which
// tells our App to quit. Check out the "event.rs" example if you want to learn more about using
// events.
fn game_over_system(
game_rules: Res<GameRules>,
game_state: Res<GameState>,
mut app_exit_events: EventWriter<AppExit>,
) {
if let Some(ref player) = game_state.winning_player {
println!("{} won the game!", player);
app_exit_events.send(AppExit);
} else if game_state.current_round == game_rules.max_rounds {
println!("Ran out of rounds. Nobody wins!");
app_exit_events.send(AppExit);
}
println!();
}
// This is a "startup" system that runs exactly once when the app starts up. Startup systems are
// generally used to create the initial "state" of our game. The only thing that distinguishes a
// "startup" system from a "normal" system is how it is registered: Startup:
// app.add_startup_system(startup_system) Normal: app.add_system(normal_system)
fn startup_system(mut commands: Commands, mut game_state: ResMut<GameState>) {
// Create our game rules resource
commands.insert_resource(GameRules {
max_rounds: 10,
winning_score: 4,
max_players: 4,
});
// Add some players to our world. Players start with a score of 0 ... we want our game to be
// fair!
commands.spawn_batch(vec![
(
Player {
name: "Alice".to_string(),
},
Score { value: 0 },
),
(
Player {
name: "Bob".to_string(),
},
Score { value: 0 },
),
]);
// set the total players to "2"
game_state.total_players = 2;
}
// This system uses a command buffer to (potentially) add a new player to our game on each
// iteration. Normal systems cannot safely access the World instance directly because they run in
// parallel. Our World contains all of our components, so mutating arbitrary parts of it in parallel
// is not thread safe. Command buffers give us the ability to queue up changes to our World without
// directly accessing it
fn new_player_system(
mut commands: Commands,
game_rules: Res<GameRules>,
mut game_state: ResMut<GameState>,
) {
// Randomly add a new player
let add_new_player = random::<bool>();
if add_new_player && game_state.total_players < game_rules.max_players {
game_state.total_players += 1;
commands.spawn_bundle((
Player {
name: format!("Player {}", game_state.total_players),
},
Score { value: 0 },
));
println!("Player {} joined the game!", game_state.total_players);
}
}
// If you really need full, immediate read/write access to the world or resources, you can use an
// "exclusive system".
// WARNING: These will block all parallel execution of other systems until they finish, so they
// should generally be avoided if you care about performance.
#[allow(dead_code)]
fn exclusive_player_system(world: &mut World) {
// this does the same thing as "new_player_system"
let total_players = world.resource_mut::<GameState>().total_players;
let should_add_player = {
let game_rules = world.resource::<GameRules>();
let add_new_player = random::<bool>();
add_new_player && total_players < game_rules.max_players
};
// Randomly add a new player
if should_add_player {
world.spawn().insert_bundle((
Player {
name: format!("Player {}", total_players),
},
Score { value: 0 },
));
let mut game_state = world.resource_mut::<GameState>();
game_state.total_players += 1;
}
}
// Sometimes systems need their own unique "local" state. Bevy's ECS provides Local<T> resources for
// this case. Local<T> resources are unique to their system and are automatically initialized on
// your behalf (if they don't already exist). If you have a system's id, you can also access local
// resources directly in the Resources collection using `Resources::get_local()`. In general you
// should only need this feature in the following cases: 1. You have multiple instances of the same
// system and they each need their own unique state 2. You already have a global version of a
// resource that you don't want to overwrite for your current system 3. You are too lazy to
// register the system's resource as a global resource
#[derive(Default)]
struct State {
counter: usize,
}
// NOTE: this doesn't do anything relevant to our game, it is just here for illustrative purposes
#[allow(dead_code)]
fn local_state_system(mut state: Local<State>, query: Query<(&Player, &Score)>) {
for (player, score) in query.iter() {
println!("processed: {} {}", player.name, score.value);
}
println!("this system ran {} times", state.counter);
state.counter += 1;
}
#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
enum MyStage {
BeforeRound,
AfterRound,
}
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
enum MyLabels {
ScoreCheck,
}
// Our Bevy app's entry point
fn main() {
// Bevy apps are created using the builder pattern. We use the builder to add systems,
// resources, and plugins to our app
App::new()
// Resources can be added to our app like this
.insert_resource(State { counter: 0 })
// Some systems are configured by adding their settings as a resource
.insert_resource(ScheduleRunnerSettings::run_loop(Duration::from_secs(5)))
// Plugins are just a grouped set of app builder calls (just like we're doing here).
// We could easily turn our game into a plugin, but you can check out the plugin example for
// that :) The plugin below runs our app's "system schedule" once every 5 seconds
// (configured above).
.add_plugin(ScheduleRunnerPlugin::default())
// Resources that implement the Default or FromWorld trait can be added like this:
.init_resource::<GameState>()
// Startup systems run exactly once BEFORE all other systems. These are generally used for
// app initialization code (ex: adding entities and resources)
.add_startup_system(startup_system)
// my_system calls converts normal rust functions into ECS systems:
.add_system(print_message_system)
// SYSTEM EXECUTION ORDER
//
// Each system belongs to a `Stage`, which controls the execution strategy and broad order
// of the systems within each tick. Startup stages (which startup systems are
// registered in) will always complete before ordinary stages begin,
// and every system in a stage must complete before the next stage advances.
// Once every stage has concluded, the main loop is complete and begins again.
//
// By default, all systems run in parallel, except when they require mutable access to a
// piece of data. This is efficient, but sometimes order matters.
// For example, we want our "game over" system to execute after all other systems to ensure
// we don't accidentally run the game for an extra round.
//
// Rather than splitting each of your systems into separate stages, you should force an
// explicit ordering between them by giving the relevant systems a label with
// `.label`, then using the `.before` or `.after` methods. Systems will not be
// scheduled until all of the systems that they have an "ordering dependency" on have
// completed.
//
// Doing that will, in just about all cases, lead to better performance compared to
// splitting systems between stages, because it gives the scheduling algorithm more
// opportunities to run systems in parallel.
// Stages are still necessary, however: end of a stage is a hard sync point
// (meaning, no systems are running) where `Commands` issued by systems are processed.
// This is required because commands can perform operations that are incompatible with
// having systems in flight, such as spawning or deleting entities,
// adding or removing resources, etc.
//
// add_system(system) adds systems to the UPDATE stage by default
// However we can manually specify the stage if we want to. The following is equivalent to
// add_system(score_system)
.add_system_to_stage(CoreStage::Update, score_system)
// We can also create new stages. Here is what our games stage order will look like:
// "before_round": new_player_system, new_round_system
// "update": print_message_system, score_system
// "after_round": score_check_system, game_over_system
.add_stage_before(
CoreStage::Update,
MyStage::BeforeRound,
SystemStage::parallel(),
)
.add_stage_after(
CoreStage::Update,
MyStage::AfterRound,
SystemStage::parallel(),
)
.add_system_to_stage(MyStage::BeforeRound, new_round_system)
.add_system_to_stage(MyStage::BeforeRound, new_player_system)
.add_system_to_stage(
MyStage::BeforeRound,
exclusive_player_system.exclusive_system(),
)
// Systems which take `&mut World` as an argument must call `.exclusive_system()`.
// The following will not compile.
//.add_system_to_stage(MyStage::BeforeRound, exclusive_player_system)
//
// We can ensure that game_over system runs after score_check_system using explicit ordering
// constraints First, we label the system we want to refer to using `.label`
// Then, we use either `.before` or `.after` to describe the order we want the relationship
.add_system_to_stage(
MyStage::AfterRound,
score_check_system.label(MyLabels::ScoreCheck),
)
.add_system_to_stage(
MyStage::AfterRound,
game_over_system.after(MyLabels::ScoreCheck),
)
// We can check our systems for execution order ambiguities by examining the output produced
// in the console by using the `LogPlugin` and adding the following Resource to our App :)
// Be aware that not everything reported by this checker is a potential problem, you'll have
// to make that judgement yourself.
.add_plugin(LogPlugin::default())
.insert_resource(ReportExecutionOrderAmbiguities)
// This call to run() starts the app we just built!
.run();
}