--- name: bevy-inventory-system description: "Bevy ECS skill for inventories. Keywords: Bevy, inventory, stack, item, ECS." --- # Bevy inventory system ## When to use Load this when stacks move between containers. UI grids stay on bevy-ui-layout. Economy prices stay on bevy-economy-system. ## ECS shape - **Components:** item id and stack count you define. - **Resources:** run-wide tables live in a resource (bevy-data-resources). - **Systems:** mutate those components on `Update` or the fixed timestep. Use `.chain()` when damage must land before death. - **Messages:** one-shot facts (hit, pickup, quest advance) go through bevy-events-messaging. This file does not add a new event type name. ## Ownership | Need | Bevy shape | | --- | --- | | Stack | Item id plus count on a component or inside a resource inventory | | Container | An entity that owns stacks | | Equip | A marker component. Stat changes go through bevy-rpg-stats | ## Scope - Item ids, stack counts, and containers are components. A move request is a message so one system writes both bags. - Slot widgets stay on bevy-ui-layout. Prices stay on bevy-economy-system. ## Examples ```toml [package] name = "inventory" version = "0.1.0" edition = "2021" [dependencies] bevy = "0.20" ``` Stacks live on the container entity. Moves are messages so a single query mutably borrows both bags. ```rust #[derive(Clone, Copy, PartialEq, Eq)] struct ItemId(u32); #[derive(Clone, Copy)] struct Stack { item: ItemId, count: u32, } #[derive(Component, Default)] struct Inventory { slots: Vec, } #[derive(Message)] struct MoveStack { from: Entity, to: Entity, slot: usize, count: u32, } fn add_stack(inv: &mut Inventory, item: ItemId, mut count: u32) { for stack in &mut inv.slots { if stack.item == item { stack.count += count; return; } } if count > 0 { inv.slots.push(Stack { item, count }); } } fn transfer(mut requests: MessageReader, mut bags: Query<&mut Inventory>) { for req in requests.read() { if req.from == req.to || req.count == 0 { continue; } let Ok([mut from, mut to]) = bags.get_many_mut([req.from, req.to]) else { continue; }; let Some(stack) = from.slots.get_mut(req.slot) else { continue; }; if stack.count < req.count { continue; } let item = stack.item; stack.count -= req.count; let moved = req.count; if stack.count == 0 { from.slots.remove(req.slot); } add_stack(&mut to, item, moved); } } pub struct InventoryPlugin; impl Plugin for InventoryPlugin { fn build(&self, app: &mut App) { app.add_message::() .add_systems(Update, transfer); } } ``` Equip copies a stack onto a marker and leaves the remainder in the bag. Stat changes stay on bevy-rpg-stats. ```rust #[derive(Clone, Copy, PartialEq, Eq)] struct ItemId(u32); #[derive(Component)] struct Equipped { item: ItemId, } #[derive(Component, Default)] struct Inventory { slots: Vec<(ItemId, u32)>, } fn equip_first(mut commands: Commands, actors: Query<(Entity, &Inventory), Without>) { for (entity, bag) in &actors { let Some((item, count)) = bag.slots.first().copied() else { continue; }; if count == 0 { continue; } commands.entity(entity).insert(Equipped { item }); } } ``` Spawn a chest and a player bag with a starter stack. ```rust #[derive(Clone, Copy, PartialEq, Eq)] struct ItemId(u32); #[derive(Clone, Copy)] struct Stack { item: ItemId, count: u32, } #[derive(Component)] struct Inventory { slots: Vec, } fn spawn_bags(mut commands: Commands) { commands.spawn(Inventory { slots: vec![Stack { item: ItemId(1), count: 8, }], }); commands.spawn(Inventory { slots: Vec::new() }); } ``` ## 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 | | Stacks and moves | `Inventory` plus a `MoveStack` message | Two systems each writing one bag | 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 APIs or unnamed third-party crates as the chosen solver. 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) - Hub and schedules. - [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Components and systems. - [bevy-rpg-stats](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-rpg-stats/SKILL.md) - Equip bonuses. - [bevy-ui-layout](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ui-layout/SKILL.md) - Slot layout. - [bevy-data-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-data-resources/SKILL.md) - Tables and definitions. - [bevy-events-messaging](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-events-messaging/SKILL.md) - One-shot facts. #### Complements - [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Mode flags. #### Downstream / consumers - None yet. #### Master - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.