
# Objective Fix #7584. ## Solution Add an abstraction for creating custom system combinators with minimal boilerplate. Use this to implement AND/OR combinators. Use this to simplify the implementation of `PipeSystem`. ## Example Feel free to bikeshed on the syntax. I chose the names `and_then`/`or_else` to emphasize the fact that these short-circuit, while I chose method syntax to empasize that the arguments are *not* treated equally. ```rust app.add_systems(( my_system.run_if(resource_exists::<R>().and_then(resource_equals(R(0)))), our_system.run_if(resource_exists::<R>().or_else(resource_exists::<S>())), )); ``` --- ## Todo - [ ] Decide on a syntax - [x] Write docs - [x] Write tests ## Changelog + Added the extension methods `.and_then(...)` and `.or_else(...)` to run conditions, which allows combining run conditions with short-circuiting behavior. + Added the trait `Combine`, which can be used with the new `CombinatorSystem` to create system combinators with custom behavior.
100 lines
4.6 KiB
Rust
100 lines
4.6 KiB
Rust
//! This example demonstrates how to use run conditions to control when systems run.
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use bevy::prelude::*;
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fn main() {
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println!();
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println!("For the first 2 seconds you will not be able to increment the counter");
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println!("Once that time has passed you can press space, enter, left mouse, right mouse or touch the screen to increment the counter");
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println!();
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App::new()
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.add_plugins(DefaultPlugins)
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.init_resource::<InputCounter>()
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.add_system(
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increment_input_counter
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// The common_conditions module has a few useful run conditions
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// for checking resources and states. These are included in the prelude.
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.run_if(resource_exists::<InputCounter>())
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// This is a custom run condition, defined using a system that returns
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// a `bool` and which has read-only `SystemParam`s.
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// Both run conditions must return `true` in order for the system to run.
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// Note that this second run condition will be evaluated even if the first returns `false`.
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.run_if(has_user_input),
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)
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.add_system(
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print_input_counter
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// `.and_then()` is a run condition combinator that only evaluates the second condition
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// if the first condition returns `true`. This behavior is known as "short-circuiting",
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// and is how the `&&` operator works in Rust (as well as most C-family languages).
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// In this case, the short-circuiting behavior prevents the second run condition from
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// panicking if the `InputCounter` resource has not been initialized.
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.run_if(resource_exists::<InputCounter>().and_then(
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// This is a custom run condition in the form of a closure.
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// This is useful for small, simple run conditions you don't need to reuse.
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// All the normal rules still apply: all parameters must be read only except for local parameters.
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|counter: Res<InputCounter>| counter.is_changed() && !counter.is_added(),
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)),
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)
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.add_system(
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print_time_message
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// This function returns a custom run condition, much like the common conditions module.
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// It will only return true once 2 seconds have passed.
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.run_if(time_passed(2.0))
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// You can use the `not` condition from the common_conditions module
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// to inverse a run condition. In this case it will return true if
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// less than 2.5 seconds have elapsed since the app started.
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.run_if(not(time_passed(2.5))),
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)
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.run();
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}
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#[derive(Resource, Default)]
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struct InputCounter(usize);
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/// Return true if any of the defined inputs were just pressed.
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/// This is a custom run condition, it can take any normal system parameters as long as
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/// they are read only (except for local parameters which can be mutable).
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/// It returns a bool which determines if the system should run.
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fn has_user_input(
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keyboard_input: Res<Input<KeyCode>>,
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mouse_button_input: Res<Input<MouseButton>>,
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touch_input: Res<Touches>,
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) -> bool {
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keyboard_input.just_pressed(KeyCode::Space)
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|| keyboard_input.just_pressed(KeyCode::Return)
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|| mouse_button_input.just_pressed(MouseButton::Left)
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|| mouse_button_input.just_pressed(MouseButton::Right)
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|| touch_input.any_just_pressed()
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}
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/// This is a function that returns a closure which can be used as a run condition.
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/// This is useful because you can reuse the same run condition but with different variables.
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/// This is how the common conditions module works.
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fn time_passed(t: f32) -> impl FnMut(Local<f32>, Res<Time>) -> bool {
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move |mut timer: Local<f32>, time: Res<Time>| {
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// Tick the timer
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*timer += time.delta_seconds();
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// Return true if the timer has passed the time
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*timer >= t
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}
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}
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/// SYSTEM: Increment the input counter
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/// Notice how we can take just the `ResMut` and not have to wrap
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/// it in an option incase it hasen't been initialized, this is becuase
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/// it has a run codition that checks if the `InputCounter` resource exsists
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fn increment_input_counter(mut counter: ResMut<InputCounter>) {
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counter.0 += 1;
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}
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/// SYSTEM: Print the input counter
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fn print_input_counter(counter: Res<InputCounter>) {
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println!("Input counter: {}", counter.0);
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}
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/// SYSTEM: Adds the input counter resource
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fn print_time_message() {
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println!("It has been more than 2 seconds since the program started and less than 2.5 seconds");
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}
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