--- name: bevy-genre-survival description: "Bevy ECS skill for survival loops. Keywords: Bevy, survival, hunger, warmth, day clock, crafting, ECS." --- # Bevy survival Vitals, a day clock, and crafting inputs live on components and resources. Stats, item stacks, gathering, and camps stay on the skills linked below. ## When to use Load this for vitals, crafting inputs, and a day clock you own. ## 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. ## Ownership | Need | Bevy shape | | --- | --- | | Actors in the genre | Entities plus the domain skills linked below | | Run-wide director | A resource | | Loop notices | bevy-events-messaging | ## Routing - [bevy-rpg-stats](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-rpg-stats/SKILL.md) - Vitals as stats. - [bevy-inventory-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-inventory-system/SKILL.md) - Items. - [bevy-game-loop-harvest](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-game-loop-harvest/SKILL.md) - Gathering. - [bevy-3d-world-building](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-3d-world-building/SKILL.md) - Camps. ## Scope - Hunger, warmth, and the day clock are data you own. Item stacks and camp layout stay on the linked skills. ## Examples ```toml [package] name = "survival" version = "0.1.0" edition = "2021" [dependencies] bevy = "0.20" ``` Hunger and warmth drain on the fixed step. Cold hours drain warmth faster. A meal and a fire restore them. ```rust #[derive(Component)] struct Vitals { hunger: f32, warmth: f32, } #[derive(Resource)] struct DayClock { hour: f32, hours_per_day: f32, } fn tick_day(time: Res>, mut clock: ResMut) { let hours = time.delta_secs() * (24.0 / clock.hours_per_day); clock.hour = (clock.hour + hours) % 24.0; } fn drain_vitals(time: Res>, clock: Res, mut people: Query<&mut Vitals>) { let dt = time.delta_secs(); let night = clock.hour < 6.0 || clock.hour >= 20.0; let warmth_rate = if night { 2.5 } else { 0.4 }; for mut vitals in &mut people { vitals.hunger = (vitals.hunger - 1.2 * dt).max(0.0); vitals.warmth = (vitals.warmth - warmth_rate * dt).max(0.0); } } #[derive(Message)] struct Eat { who: Entity, amount: f32, } fn apply_meals(mut meals: MessageReader, mut people: Query<&mut Vitals>) { for meal in meals.read() { let Ok(mut vitals) = people.get_mut(meal.who) else { continue; }; vitals.hunger = (vitals.hunger + meal.amount).min(100.0); } } pub struct SurvivalPlugin; impl Plugin for SurvivalPlugin { fn build(&self, app: &mut App) { app.insert_resource(DayClock { hour: 8.0, hours_per_day: 480.0, }) .add_message::() .add_systems(FixedUpdate, (tick_day, drain_vitals, apply_meals).chain()); } } ``` A recipe spends named counts from a bag, then writes a crafted stack. The bag is a component so each camp or player carries their own stores. ```rust #[derive(Clone, Copy, PartialEq, Eq)] enum ItemKind { Wood, Fiber, Bandage, } #[derive(Component, Default)] struct Bag { stacks: Vec<(ItemKind, u32)>, } fn count_of(bag: &Bag, kind: ItemKind) -> u32 { bag.stacks .iter() .filter(|(k, _)| *k == kind) .map(|(_, n)| *n) .sum() } fn spend(bag: &mut Bag, kind: ItemKind, mut need: u32) -> bool { if count_of(bag, kind) < need { return false; } for (k, n) in &mut bag.stacks { if *k != kind || need == 0 { continue; } let take = (*n).min(need); *n -= take; need -= take; } bag.stacks.retain(|(_, n)| *n > 0); true } fn craft_bandage(mut bags: Query<&mut Bag>) { for mut bag in &mut bags { if spend(&mut bag, ItemKind::Fiber, 2) { bag.stacks.push((ItemKind::Bandage, 1)); } } } ``` Spawn a survivor at dawn with full vitals. ```rust #[derive(Component)] struct Vitals { hunger: f32, warmth: f32, } fn spawn_survivor(mut commands: Commands) { commands.spawn(( Vitals { hunger: 100.0, warmth: 100.0, }, Transform::from_xyz(0.0, 0.0, 0.0), )); } ``` ## 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 field stored outside a component | | 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 | | Hunger, warmth, clock, recipes | Components and resources in the examples | An engine survival module | 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 types from another engine 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 Official links stay on bevy.org. The library pin on bevy-master stays **0.20**. ### 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-rpg-stats](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-rpg-stats/SKILL.md) - Vitals as stats. - [bevy-inventory-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-inventory-system/SKILL.md) - Items. - [bevy-game-loop-harvest](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-game-loop-harvest/SKILL.md) - Gathering. - [bevy-3d-world-building](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-3d-world-building/SKILL.md) - Camps. #### 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.