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