--- name: bevy-genre-simulation description: "Route a Bevy 0.20 simulation. Use when hunger and jobs are components, the sim hour is one resource, and needs run after the clock step in one chain. Keywords: Bevy, Simulation, SimClock, Hunger, Job, FixedUpdate, chain, genre." --- # Bevy Simulation (thin router) Genre router. Domain work lives in the Bevy skills below. ## When to use Load this for agents, resources, and a clock you step. ## 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-economy-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-economy-system/SKILL.md) - Stocks. - [bevy-ai-navigation](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ai-navigation/SKILL.md) - Agent policy. - [bevy-data-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-data-resources/SKILL.md) - Sim tables. - [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Pause. ## Scope Needs, jobs, and the sim hour are components and one clock resource. Pause is a bool on that clock. ## Examples ```toml [package] name = "simulation" version = "0.1.0" edition = "2021" [dependencies] bevy = "0.20" ``` The clock is the only writer of sim hours. Hunger and food change in the next system so they see the same pause flag. ```rust #[derive(Resource)] struct SimClock { hour: f32, paused: bool, } #[derive(Component)] struct Hunger { value: f32, } #[derive(Component)] struct Pantry { food: f32, } fn advance_clock(time: Res>, mut clock: ResMut) { if clock.paused { return; } clock.hour = (clock.hour + time.delta_secs()).rem_euclid(24.0); } fn eat(time: Res>, clock: Res, mut agents: Query<(&mut Hunger, &mut Pantry)>) { if clock.paused { return; } let dt = time.delta_secs(); for (mut hunger, mut pantry) in &mut agents { hunger.value = (hunger.value + dt * 0.15).min(1.0); if hunger.value > 0.5 && pantry.food > 0.0 { let bite = (dt * 0.4).min(pantry.food); pantry.food -= bite; hunger.value = (hunger.value - bite).max(0.0); } } } fn toggle_pause(keys: Res>, mut clock: ResMut) { if keys.just_pressed(KeyCode::Space) { clock.paused = !clock.paused; } } pub struct SimPlugin; impl Plugin for SimPlugin { fn build(&self, app: &mut App) { app.insert_resource(SimClock { hour: 8.0, paused: false, }) .add_systems(FixedUpdate, (toggle_pause, advance_clock, eat).chain()); } } ``` A job is a target stock on the agent. Work transfers from a shared depot resource into that stock. ```rust #[derive(Component)] struct Job { rate: f32, held: f32, capacity: f32, } #[derive(Resource)] struct Depot { timber: f32, } fn work(time: Res>, clock: Res, mut depot: ResMut, mut workers: Query<&mut Job>) { if clock.paused { return; } let dt = time.delta_secs(); for mut job in &mut workers { if job.held >= job.capacity || depot.timber <= 0.0 { continue; } let moved = (job.rate * dt).min(depot.timber).min(job.capacity - job.held); depot.timber -= moved; job.held += moved; } } #[derive(Resource)] struct SimClock { hour: f32, paused: bool, } ``` Startup inserts the clock, the depot, and two agents. ```rust #[derive(Component)] struct Hunger { value: f32, } #[derive(Component)] struct Pantry { food: f32, } #[derive(Component)] struct Job { rate: f32, held: f32, capacity: f32, } #[derive(Resource)] struct Depot { timber: f32, } #[derive(Resource)] struct SimClock { hour: f32, paused: bool, } fn spawn_town(mut commands: Commands) { commands.insert_resource(SimClock { hour: 8.0, paused: false, }); commands.insert_resource(Depot { timber: 40.0 }); for index in 0..2 { commands.spawn(( Hunger { value: 0.2 }, Pantry { food: 3.0 + index as f32 }, Job { rate: 1.5, held: 0.0, capacity: 8.0, }, )); } } ``` ## 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 | | A stepped sim hour | `SimClock` on `FixedUpdate`, with needs on the agent | Copy the hour onto every entity each frame | 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-economy-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-economy-system/SKILL.md) - Stocks. - [bevy-ai-navigation](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ai-navigation/SKILL.md) - Agent policy. - [bevy-data-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-data-resources/SKILL.md) - Sim tables. - [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Pause. #### 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.