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#![allow(clippy::type_complexity)]
#![allow(clippy::needless_doctest_main)]
#![allow(clippy::too_many_arguments)]
#![allow(clippy::let_unit_value)]
#![warn(missing_docs)]
//! ## Aery
//! A plugin that adds a subset of Entity Relationship features to Bevy.
//!
//! ### Currently supported:
//! - ZST edge types only (simply means edges can't hold data)
//! - Fragmenting on edge types
//! - Cleanup policies
//! - Declarative APIs for:
//! - Joining
//! - Traversing
//! - Spawning
//!
//! # API tour:
//! Non exhaustive. Covers most common parts.
//! ```
//! // Modeling RPG mechanics that resemble TOTK:
//! // - Items interacting with enviornment climate
//! // - Powering connected devices
//! use bevy::prelude::*;
//! use aery::prelude::*;
//!
//! #[derive(Clone, Copy, Component)]
//! struct Pos(Vec3);
//!
//! #[derive(Component)]
//! struct Character;
//!
//! #[derive(Component)]
//! struct Weapon {
//! uses: u32,
//! strength: u32,
//! }
//!
//! #[derive(Component)]
//! struct Stick;
//!
//! #[derive(Clone, Copy)]
//! enum Climate {
//! Freezing,
//! Cold,
//! Neutral,
//! Hot,
//! Blazing,
//! }
//!
//! #[derive(Resource)]
//! struct ClimateMap {
//! // ..
//! }
//!
//! impl ClimateMap {
//! fn climate_at(&self, pos: Pos) -> Climate {
//! todo!()
//! }
//! }
//!
//! #[derive(Component)]
//! enum Food {
//! Raw { freshness: f32 },
//! Cooked,
//! Spoiled,
//! }
//!
//! impl Food {
//! fn tick(&mut self, climate: Climate) {
//! let Food::Raw { freshness } = self else { return };
//!
//! if *freshness < 0. {
//! *self = Food::Spoiled;
//! return
//! }
//!
//! match climate {
//! Climate::Neutral => *freshness -= 1., // spoils over time
//! Climate::Cold => *freshness -= 0.1, // spoils slowly
//! Climate::Freezing => *freshness -= 0.01, // spoils very slowly
//! Climate::Hot => *freshness -= 5., // spoils quickly
//! Climate::Blazing => *self = Food::Cooked, // Cooks food (should add a timer)
//! }
//! }
//! }
//!
//! #[derive(Component)]
//! struct Apple;
//!
//! #[derive(Relation)]
//! struct Inventory;
//!
//! fn setup(mut cmds: Commands) {
//! // Spawn character with some starting items.
//! cmds.spawn((Character, Pos(Vec3::default())))
//! .scope::<Inventory>(|invt| {
//! // Give them a starting weapon & 3 food items
//! invt.add((Weapon { uses: 32, strength: 4 }, Stick))
//! .add((Food::Raw { freshness: 128. }, Apple))
//! .add((Food::Raw { freshness: 128. }, Apple))
//! .add((Food::Raw { freshness: 128. }, Apple));
//! });
//!
//! // Alternatively construct relatiosn manually.
//! // This might be more appropriate for changing an inventory or making more complex graphs.
//! let char = cmds.spawn((Character, Pos(Vec3::default()))).id();
//! cmds.spawn((Weapon { uses: 32, strength: 4, }, Stick)).set::<Inventory>(char);
//! cmds.spawn((Food::Raw { freshness: 128. }, Apple)).set::<Inventory>(char);
//! cmds.spawn((Food::Raw { freshness: 128. }, Apple)).set::<Inventory>(char);
//! cmds.spawn((Food::Raw { freshness: 128. }, Apple)).set::<Inventory>(char);
//! }
//!
//! fn tick_food(
//! mut characters: Query<((&Character, &Pos), Relations<Inventory>)>,
//! mut inventory_food: Query<&mut Food, Without<Pos>>,
//! mut food: Query<(&mut Food, &Pos)>,
//! climate_map: Res<ClimateMap>,
//! ) {
//! // Tick foods that are just in the world somewhere
//! for (mut food, pos) in food.iter_mut() {
//! food.tick(climate_map.climate_at(*pos));
//! }
//!
//! // Tick foods that are in a character's inventory based on the character's position
//! for ((_, pos), edges) in characters.iter() {
//! let climate = climate_map.climate_at(*pos);
//! edges.join::<Inventory>(&mut inventory_food).for_each(|mut food| {
//! food.tick(climate);
//! });
//! }
//! }
//!
//! fn drop_item_from_inventory(
//! mut commands: Commands,
//! mut events: EventReader<TargetEvent>,
//! characters: Query<&Pos, With<Character>>,
//! food: Query<Entity, With<Food>>,
//! ) {
//! // Set an items position to the position of the character that last had the item
//! // in their inventory when they drop it.
//! for event in events
//! .iter()
//! .filter(|event| event.matches(Wc, Op::Unset, Inventory, Wc))
//! {
//! let Ok(pos) = characters.get(event.target) else { return };
//! commands.entity(event.host).insert(*pos);
//! }
//!
//! }
//!
//! #[derive(Relation)]
//! #[aery(Symmetric, Poly)]
//! struct FuseJoint;
//!
//! #[derive(Component)]
//! struct Fan {
//! orientation: Quat
//! }
//!
//! #[derive(Component)]
//! struct Powered;
//!
//! fn tick_devices(
//! mut devices: Query<((Entity, &mut Pos), Relations<FuseJoint>)>,
//! mut fans: Query<(Entity, &Fan, &mut Pos), With<Powered>>,
//! ) {
//! for (entity, fan, pos) in fans.iter_mut() {
//! // Move the fan based on its orientation
//! pos = todo!();
//!
//! // Track visited nodes because this is a symmetric relationship
//! let mut updated = vec![entity];
//!
//! devices.traverse_mut::<FuseJoint>([entity]).for_each(|(entity, ref mut pos), _| {
//! if updated.contains(&entity) {
//! TCF::Close
//! } else {
//! // Move connected device based on fan direction
//! pos = todo!();
//! updated.push(*entity);
//! TCF::Continue
//! }
//! });
//! }
//! }
//! ```
use bevy_app::{App, Plugin};
use bevy_ecs::entity::Entity;
///
pub mod edges;
///
pub mod events;
///
pub mod for_each;
///
pub mod operations;
///
pub mod relation;
///
pub mod scope;
///
pub mod tuple_traits;
use events::{CleanupEvent, TargetEvent};
/// A type to enable wildcard APIs
pub enum Var<T> {
/// Sepcific value.
Val(T),
/// Wildcard. Will match anything.
Wc,
}
impl<T> Default for Var<T> {
fn default() -> Self {
Self::Wc
}
}
impl<T: PartialEq> PartialEq<T> for Var<T> {
fn eq(&self, other: &T) -> bool {
match self {
Self::Val(v) if v == other => true,
Self::Wc => true,
_ => false,
}
}
}
impl<T> From<Option<T>> for Var<T> {
fn from(value: Option<T>) -> Self {
match value {
Some(value) => Self::Val(value),
None => Self::Wc,
}
}
}
impl From<Entity> for Var<Entity> {
fn from(value: Entity) -> Self {
Self::Val(value)
}
}
/// Plugin that adds the resources and events created by aery.
pub struct Aery;
impl Plugin for Aery {
fn build(&self, app: &mut App) {
app.add_event::<TargetEvent>().add_event::<CleanupEvent>();
}
}
///
pub mod prelude {
#[doc(no_inline)]
pub use super::{
Aery,
Var::{self, Wc},
};
#[doc(no_inline)]
pub use crate::{
edges::{Abstains, Branch, Leaf, Participates, RelationCommands, Root, Set, Unset},
events::{CleanupEvent, Op, TargetEvent},
for_each::*,
operations::{
utils::{EdgeSide, Relations, Up},
FoldBreadth, Join, Track, TrackSelf, Traverse,
},
relation::{CleanupPolicy, Hierarchy, Relation, ZstOrPanic},
scope::{AeryEntityCommandsExt, AeryEntityWorldMutExt},
tuple_traits::{Joinable, RelationSet},
};
#[doc(no_inline)]
pub use aery_macros::*;
}