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https://github.com/bevyengine/bevy
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938d810766
# Objective Fixes #14782 ## Solution Enable the lint and fix all upcoming hints (`--fix`). Also tried to figure out the false-positive (see review comment). Maybe split this PR up into multiple parts where only the last one enables the lint, so some can already be merged resulting in less many files touched / less potential for merge conflicts? Currently, there are some cases where it might be easier to read the code with the qualifier, so perhaps remove the import of it and adapt its cases? In the current stage it's just a plain adoption of the suggestions in order to have a base to discuss. ## Testing `cargo clippy` and `cargo run -p ci` are happy.
125 lines
4.6 KiB
Rust
125 lines
4.6 KiB
Rust
//! Demonstrates how to propagate events through the hierarchy with observers.
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use std::time::Duration;
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use bevy::{log::LogPlugin, prelude::*, time::common_conditions::on_timer};
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use rand::{seq::IteratorRandom, thread_rng, Rng};
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fn main() {
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App::new()
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.add_plugins((MinimalPlugins, LogPlugin::default()))
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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attack_armor.run_if(on_timer(Duration::from_millis(200))),
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)
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// Add a global observer that will emit a line whenever an attack hits an entity.
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.observe(attack_hits)
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.run();
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}
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// In this example, we spawn a goblin wearing different pieces of armor. Each piece of armor
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// is represented as a child entity, with an `Armor` component.
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//
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// We're going to model how attack damage can be partially blocked by the goblin's armor using
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// event bubbling. Our events will target the armor, and if the armor isn't strong enough to block
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// the attack it will continue up and hit the goblin.
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fn setup(mut commands: Commands) {
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commands
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.spawn((Name::new("Goblin"), HitPoints(50)))
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.observe(take_damage)
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.with_children(|parent| {
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parent
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.spawn((Name::new("Helmet"), Armor(5)))
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.observe(block_attack);
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parent
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.spawn((Name::new("Socks"), Armor(10)))
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.observe(block_attack);
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parent
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.spawn((Name::new("Shirt"), Armor(15)))
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.observe(block_attack);
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});
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}
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// This event represents an attack we want to "bubble" up from the armor to the goblin.
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#[derive(Clone, Component)]
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struct Attack {
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damage: u16,
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}
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// We enable propagation by implementing `Event` manually (rather than using a derive) and specifying
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// two important pieces of information:
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impl Event for Attack {
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// 1. Which component we want to propagate along. In this case, we want to "bubble" (meaning propagate
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// from child to parent) so we use the `Parent` component for propagation. The component supplied
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// must implement the `Traversal` trait.
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type Traversal = Parent;
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// 2. We can also choose whether or not this event will propagate by default when triggered. If this is
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// false, it will only propagate following a call to `Trigger::propagate(true)`.
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const AUTO_PROPAGATE: bool = true;
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}
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/// An entity that can take damage.
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#[derive(Component, Deref, DerefMut)]
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struct HitPoints(u16);
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/// For damage to reach the wearer, it must exceed the armor.
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#[derive(Component, Deref)]
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struct Armor(u16);
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/// A normal bevy system that attacks a piece of the goblin's armor on a timer.
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fn attack_armor(entities: Query<Entity, With<Armor>>, mut commands: Commands) {
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let mut rng = thread_rng();
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if let Some(target) = entities.iter().choose(&mut rng) {
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let damage = rng.gen_range(1..20);
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commands.trigger_targets(Attack { damage }, target);
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info!("⚔️ Attack for {} damage", damage);
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}
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}
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fn attack_hits(trigger: Trigger<Attack>, name: Query<&Name>) {
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if let Ok(name) = name.get(trigger.entity()) {
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info!("Attack hit {}", name);
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}
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}
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/// A callback placed on [`Armor`], checking if it absorbed all the [`Attack`] damage.
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fn block_attack(mut trigger: Trigger<Attack>, armor: Query<(&Armor, &Name)>) {
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let (armor, name) = armor.get(trigger.entity()).unwrap();
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let attack = trigger.event_mut();
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let damage = attack.damage.saturating_sub(**armor);
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if damage > 0 {
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info!("🩸 {} damage passed through {}", damage, name);
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// The attack isn't stopped by the armor. We reduce the damage of the attack, and allow
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// it to continue on to the goblin.
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attack.damage = damage;
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} else {
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info!("🛡️ {} damage blocked by {}", attack.damage, name);
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// Armor stopped the attack, the event stops here.
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trigger.propagate(false);
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info!("(propagation halted early)\n");
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}
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}
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/// A callback on the armor wearer, triggered when a piece of armor is not able to block an attack,
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/// or the wearer is attacked directly.
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fn take_damage(
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trigger: Trigger<Attack>,
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mut hp: Query<(&mut HitPoints, &Name)>,
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mut commands: Commands,
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mut app_exit: EventWriter<AppExit>,
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) {
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let attack = trigger.event();
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let (mut hp, name) = hp.get_mut(trigger.entity()).unwrap();
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**hp = hp.saturating_sub(attack.damage);
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if **hp > 0 {
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info!("{} has {:.1} HP", name, hp.0);
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} else {
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warn!("💀 {} has died a gruesome death", name);
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commands.entity(trigger.entity()).despawn_recursive();
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app_exit.send(AppExit::Success);
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}
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info!("(propagation reached root)\n");
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}
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