--- name: bevy-genre-rts description: "Route a Bevy 0.20 RTS. Use when selection and move orders are components, a control group is one resource, and marching runs after the order write in one chain. Keywords: Bevy, RTS, Selected, MoveOrder, ControlGroup, chain, genre." --- # Bevy RTS (thin router) Genre router. Domain work lives in the Bevy skills below. ## When to use Load this for selection, orders, and groups. ## ECS shape - **Components** hold the genre's per-entity flags as plain data. This file does not name new engine types. - **Resources** hold run-wide counters (score, wave index, seed) via bevy-data-resources. - **Systems** read those components on `Update` or the fixed timestep from bevy-master. Order them with `.chain()` when a later system must see the result. - **Schedule:** gameplay mode changes go through bevy-state-machines. Do not invent a genre plugin. ## Routing - [bevy-input-handling](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-input-handling/SKILL.md) - Selection clicks. - [bevy-ai-navigation](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ai-navigation/SKILL.md) - Move orders and navigation. - [bevy-combat-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-combat-system/SKILL.md) - Attacks. - [bevy-economy-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-economy-system/SKILL.md) - Costs. ## Scope Selection, move orders, and control groups are components and one resource. Pathfinding stays on bevy-ai-navigation. ## Examples ```toml [package] name = "rts" version = "0.1.0" edition = "2021" [dependencies] bevy = "0.20" ``` `Selected` marks the current group. A move order is a target point. March runs after the order is written. ```rust #[derive(Component)] struct Selected; #[derive(Component)] struct MoveOrder { target: Vec3, } fn issue_move(keys: Res>, mut units: Query<&mut MoveOrder, With>) { if !keys.just_pressed(KeyCode::KeyM) { return; } for mut order in &mut units { order.target = Vec3::new(12.0, 0.0, 6.0); } } fn march(time: Res>, mut units: Query<(&MoveOrder, &mut Transform)>) { let dt = time.delta_secs(); for (order, mut transform) in &mut units { let delta = order.target - transform.translation; let step = 6.0 * dt; if delta.length() <= step { transform.translation = order.target; } else { transform.translation += delta.normalize_or_zero() * step; } } } pub struct OrderPlugin; impl Plugin for OrderPlugin { fn build(&self, app: &mut App) { app.add_systems(FixedUpdate, (issue_move, march).chain()); } } ``` Number keys store the selected entities on a resource. Pressing the key again clears `Selected` and restores the group. ```rust #[derive(Resource, Default)] struct ControlGroup { members: Vec, } #[derive(Component)] struct Selected; fn bind_group( keys: Res>, selected: Query>, mut group: ResMut, mut commands: Commands, ) { if keys.just_pressed(KeyCode::Digit1) && keys.pressed(KeyCode::ControlLeft) { group.members.clear(); for entity in &selected { group.members.push(entity); } return; } if keys.just_pressed(KeyCode::Digit1) { for entity in &selected { commands.entity(entity).remove::(); } for entity in group.members.clone() { commands.entity(entity).insert(Selected); } } } ``` Click-select uses a pointer resource filled by another system. Units inside the radius gain `Selected`. ```rust #[derive(Resource)] struct PointerWorld(Vec3); #[derive(Component)] struct Selectable; #[derive(Component)] struct Selected; fn click_select( buttons: Res>, pointer: Res, mut commands: Commands, units: Query<(Entity, &Transform), With>, selected: Query>, ) { if !buttons.just_pressed(MouseButton::Left) { return; } for entity in &selected { commands.entity(entity).remove::(); } for (entity, transform) in &units { if transform.translation.distance(pointer.0) < 1.5 { commands.entity(entity).insert(Selected); } } } fn spawn_units(mut commands: Commands) { commands.insert_resource(PointerWorld(Vec3::ZERO)); for index in 0..4 { commands.spawn(( Selectable, MoveOrder { target: Vec3::new(index as f32 * 2.0, 0.0, 0.0), }, Transform::from_xyz(index as f32 * 2.0, 0.0, 0.0), )); } } #[derive(Component)] struct MoveOrder { target: Vec3, } ``` ## Expert Knowledge Delta Target: **Bevy 0.20+**. Core ECS types: `Component`, `Resource`, `Query`, `Commands`, `Startup`, `Update`, `Fixed` / `FixedMain` (`bevy::time`), `.chain()`, `Plugin`, `DefaultPlugins`, `MinimalPlugins`. Messages and observers are an ownership slot. See `bevy-events-messaging` for their APIs. Systems run in parallel unless `.chain()` orders the ones that conflict. ### Who owns state | Piece | Owner | Who may mutate | Schedule | | --- | --- | --- | --- | | Data on one entity | `Component` | One system via `Query` | `Update` or `FixedMain` | | One value for the whole app | `Resource` | One system | `Startup` to insert, then the schedule that reads it | | Spawn | `Commands` | The spawning system | `Startup` for the initial world; later schedules for runtime spawn | | Order that must not race | `.chain()` | The chained systems only | Same schedule | | Plugin boundary | `Plugin` | `build` registers systems and resources | Before the app runs | Borrow rule: two systems that both mutably query the same component must be ordered (`.chain()`) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API. ### Decision | If you need | Do this | Do not | | --- | --- | --- | | Per-entity data | `Component` + `Query` | A scene-tree script | | App-wide config or clock | `Resource` | Copy the value onto every entity | | Stable simulation step | `FixedMain` and the `Fixed` clock | Tie simulation to raw frame `Update` | | Startup spawn | `Commands` in `Startup` | Spawn from a render system | | Cross-system notice that is not shared state | Message or observer slot in `bevy-events-messaging` | A new event type invented in this file | | Group orders | `Selected` plus `MoveOrder` on each unit, marched in one system | A formation type invented as an engine singleton | Load [references/ecs-ownership.md](references/ecs-ownership.md) for the ownership table. ## NEVER - Do not pin `/0.20.0/` in docs URLs. WHY: links stay on `latest`; the 0.20 target is stated once in prose. - Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless `.chain()` orders them. - Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules. - No scene-tree types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. - No invented genre APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. - Do not pick a physics or net crate here. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. ## Reference The library pin on bevy-master stays **0.20.0**. Official links stay on the unversioned learn pages. ### Official Documentation - [Assets](https://bevy.org/assets/) - Official asset catalog. No third-party crate was selected. - [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch. - [ECS](https://bevy.org/learn/quick-start/getting-started/ecs/) - `Component`, systems, `Query`, `Startup`, `Update`, and `.chain()`. - [Plugins](https://bevy.org/learn/quick-start/getting-started/plugins/) - `Plugin`, `DefaultPlugins`, `MinimalPlugins`, and `add_plugins`. ### Related Skills #### Prerequisites - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - ECS ownership and schedules. - [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Spawn and query shape. #### Complements - [bevy-input-handling](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-input-handling/SKILL.md) - Selection clicks. - [bevy-ai-navigation](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ai-navigation/SKILL.md) - Move orders and navigation. - [bevy-combat-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-combat-system/SKILL.md) - Attacks. - [bevy-economy-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-economy-system/SKILL.md) - Costs. #### Downstream / consumers - None. This router does not own a second implementation. #### Master - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.