# Objective
Add basic bubbling to observers, modeled off `bevy_eventlistener`.
## Solution
- Introduce a new `Traversal` trait for components which point to other
entities.
- Provide a default `TraverseNone: Traversal` component which cannot be
constructed.
- Implement `Traversal` for `Parent`.
- The `Event` trait now has an associated `Traversal` which defaults to
`TraverseNone`.
- Added a field `bubbling: &mut bool` to `Trigger` which can be used to
instruct the runner to bubble the event to the entity specified by the
event's traversal type.
- Added an associated constant `SHOULD_BUBBLE` to `Event` which
configures the default bubbling state.
- Added logic to wire this all up correctly.
Introducing the new associated information directly on `Event` (instead
of a new `BubblingEvent` trait) lets us dispatch both bubbling and
non-bubbling events through the same api.
## Testing
I have added several unit tests to cover the common bugs I identified
during development. Running the unit tests should be enough to validate
correctness. The changes effect unsafe portions of the code, but should
not change any of the safety assertions.
## Changelog
Observers can now bubble up the entity hierarchy! To create a bubbling
event, change your `Derive(Event)` to something like the following:
```rust
#[derive(Component)]
struct MyEvent;
impl Event for MyEvent {
    type Traverse = Parent; // This event will propagate up from child to parent.
    const AUTO_PROPAGATE: bool = true; // This event will propagate by default.
}
```
You can dispatch a bubbling event using the normal
`world.trigger_targets(MyEvent, entity)`.
Halting an event mid-bubble can be done using
`trigger.propagate(false)`. Events with `AUTO_PROPAGATE = false` will
not propagate by default, but you can enable it using
`trigger.propagate(true)`.
If there are multiple observers attached to a target, they will all be
triggered by bubbling. They all share a bubbling state, which can be
accessed mutably using `trigger.propagation_mut()` (`trigger.propagate`
is just sugar for this).
You can choose to implement `Traversal` for your own types, if you want
to bubble along a different structure than provided by `bevy_hierarchy`.
Implementers must be careful never to produce loops, because this will
cause bevy to hang.
## Migration Guide
+ Manual implementations of `Event` should add associated type `Traverse
= TraverseNone` and associated constant `AUTO_PROPAGATE = false`;
+ `Trigger::new` has new field `propagation: &mut Propagation` which
provides the bubbling state.
+ `ObserverRunner` now takes the same `&mut Propagation` as a final
parameter.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
	
			
		
			
				
	
	
		
			126 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
		
			4.7 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 = rand::thread_rng();
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    if let Some(target) = entities.iter().choose(&mut rng) {
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        let damage = thread_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<bevy::app::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(bevy::app::AppExit::Success);
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    }
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    info!("(propagation reached root)\n");
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}
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