 61b98ec80f
			
		
	
	
		61b98ec80f
		
			
		
	
	
	
	
		
			
			# Objective - A `Trigger` has multiple associated `Entity`s - the entity observing the event, and the entity that was targeted by the event. - The field `entity: Entity` encodes no semantic information about what the entity is used for, you can already tell that it's an `Entity` by the type signature! ## Solution - Rename `trigger.entity()` to `trigger.target()` --- ## Changelog - `Trigger`s are associated with multiple entities. `Trigger::entity()` has been renamed to `Trigger::target()` to reflect the semantics of the entity being returned. ## Migration Guide - Rename `Trigger::entity()` to `Trigger::target()`. - Rename `ObserverTrigger::entity` to `ObserverTrigger::target`
		
			
				
	
	
		
			126 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates how to propagate events through the hierarchy with observers.
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| 
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| use std::time::Duration;
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| 
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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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| 
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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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|         .add_observer(attack_hits)
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|         .run();
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| }
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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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| 
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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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| 
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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 = &'static 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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| 
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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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| 
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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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| 
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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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| 
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| fn attack_hits(trigger: Trigger<Attack>, name: Query<&Name>) {
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|     if let Ok(name) = name.get(trigger.target()) {
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|         info!("Attack hit {}", name);
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|     }
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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.target()).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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| 
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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.target()).unwrap();
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|     **hp = hp.saturating_sub(attack.damage);
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| 
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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.target()).despawn_recursive();
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|         app_exit.send(AppExit::Success);
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|     }
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| 
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|     info!("(propagation reached root)\n");
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| }
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