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#![deny(missing_docs)]
//! # Bevy Sequential Actions
//!
//! `bevy_sequential_actions` is a library for the [Bevy game engine](https://bevyengine.org/ "bevy game engine")
//! that aims to execute a list of actions in a sequential manner. This generally means that one action runs at a time,
//! and when it is done, the next action will start, and so on until the list is empty.
//!
//! ## Getting Started
//!
//! An action is anything that implements the [`Action`] trait, and can be added to any [`Entity`] that contains the
//! [`ActionsBundle`]. Each action must signal when they are finished, which is done by calling `next_action` on either
//! [`Commands`] or [`ActionCommands`].
//!
//! ```rust
//! use bevy::prelude::*;
//!
//! use bevy_sequential_actions::*;
//!
//! fn main() {
//! App::new()
//! .add_plugins(MinimalPlugins)
//! .add_startup_system(setup)
//! .add_system(wait)
//! .run();
//! }
//!
//! fn setup(mut commands: Commands) {
//! // Create entity with ActionsBundle
//! let id = commands.spawn_bundle(ActionsBundle::default()).id();
//!
//! // Add a single action with default config
//! commands.add_action(id, WaitAction(1.0), AddConfig::default());
//!
//! // Add multiple actions with custom config
//! commands
//! .action_builder(
//! id,
//! AddConfig {
//! // Add each action to the back of the queue
//! order: AddOrder::Back,
//! // Start action if nothing is currently running
//! start: false,
//! // Repeat the action
//! repeat: false,
//! },
//! )
//! .push(WaitAction(2.0))
//! .push(WaitAction(3.0))
//! .submit();
//! }
//!
//! struct WaitAction(f32);
//!
//! impl Action for WaitAction {
//! fn add(&mut self, actor: Entity, world: &mut World, _commands: &mut ActionCommands) {
//! world.entity_mut(actor).insert(Wait(self.0));
//! }
//!
//! fn remove(&mut self, actor: Entity, world: &mut World) {
//! world.entity_mut(actor).remove::<Wait>();
//! }
//!
//! fn stop(&mut self, actor: Entity, world: &mut World) {
//! self.remove(actor, world);
//! }
//! }
//!
//! #[derive(Component)]
//! struct Wait(f32);
//!
//! fn wait(mut wait_q: Query<(Entity, &mut Wait)>, time: Res<Time>, mut commands: Commands) {
//! for (actor, mut wait) in wait_q.iter_mut() {
//! wait.0 -= time.delta_seconds();
//! if wait.0 <= 0.0 {
//! // Action is finished, issue next.
//! commands.next_action(actor);
//! }
//! }
//! }
//! ```
use std::collections::VecDeque;
use bevy_ecs::prelude::*;
mod action_commands;
mod commands;
mod traits;
/// Contains the implementation for scheduling actions.
///
/// The `world` module is not exported by default because of potential misuse.
/// Typically one should use [`Commands`] and [`ActionCommands`] when modifying actions.
///
/// See warning further below.
///
/// # Example
///
/// ```rust
/// use bevy_sequential_actions::{*, world::*};
///
/// struct EmptyAction;
///
/// impl Action for EmptyAction {
/// fn add(&mut self, actor: Entity, world: &mut World, commands: &mut ActionCommands) {
/// commands.next_action(actor);
/// }
///
/// fn remove(&mut self, actor: Entity, world: &mut World) {}
/// fn stop(&mut self, actor: Entity, world: &mut World) {}
/// }
///
/// fn exclusive_world(world: &mut World) {
/// let id = world.spawn().insert_bundle(ActionsBundle::default()).id();
/// world.add_action(id, EmptyAction, AddConfig::default());
/// }
/// ```
///
/// # Warning
///
/// Should only be used when working exclusively within a [`World`].
/// Using the world extension methods **inside** the implementation of an [`Action`] is **not** intended to work.
///
/// Here is an example of what not to do:
///
/// ```rust
/// use bevy_sequential_actions::{*, world::*};
///
/// struct EmptyAction;
///
/// impl Action for EmptyAction {
/// fn add(&mut self, actor: Entity, world: &mut World, commands: &mut ActionCommands) {
/// // By using `world` to issue next action, the change happens immediately
/// // and the current action will not be set.
/// // See [world.rs] for implementation details.
/// // Since current action is not set, the `remove` method will never be called.
/// world.next_action(actor); // <- bad
///
/// // You should always use the passed `commands` for issuing commands,
/// // as they are put in a queue and applied at the end. This ensures that
/// // the current action is set each time.
/// commands.next_action(actor); // <- good
/// }
///
/// fn remove(&mut self, actor: Entity, world: &mut World) {}
/// fn stop(&mut self, actor: Entity, world: &mut World) {}
/// }
/// ```
pub mod world;
pub use action_commands::*;
pub use commands::*;
pub use traits::*;
/// The trait that all actions must implement.
///
/// # Example
///
/// An empty action that does nothing.
/// All actions must declare when they are done.
/// This is done by calling [`ActionCommands::next_action`].
///
/// ```rust
/// struct EmptyAction;
///
/// impl Action for EmptyAction {
/// fn add(&mut self, actor: Entity, world: &mut World, commands: &mut ActionCommands) {
/// // Action is finished, issue next.
/// commands.next_action(actor);
/// }
///
/// fn remove(&mut self, actor: Entity, world: &mut World) {}
/// fn stop(&mut self, actor: Entity, world: &mut World) {}
/// }
/// ```
pub trait Action: Send + Sync {
/// The method that is called when an [`Action`] is started.
fn add(&mut self, actor: Entity, world: &mut World, commands: &mut ActionCommands);
/// The method that is called when an [`Action`] is removed.
fn remove(&mut self, actor: Entity, world: &mut World);
/// The method that is called when an [`Action`] is stopped.
fn stop(&mut self, actor: Entity, world: &mut World);
}
/// The component bundle that all entities with actions must have.
#[derive(Default, Bundle)]
pub struct ActionsBundle {
queue: ActionQueue,
current: CurrentAction,
}
/// The order for an added [`Action`].
#[derive(Clone, Copy)]
pub enum AddOrder {
/// An [`Action`] is added to the **back** of the queue.
Back,
/// An [`Action`] is added to the **front** of the queue.
Front,
}
/// Configuration for the [`Action`] to be added.
#[derive(Clone, Copy)]
pub struct AddConfig {
/// Specify the [`AddOrder`] of the [`Action`]. Either to the back of the queue, or to the front.
pub order: AddOrder,
/// Start the [`Action`] if nothing is currently running.
pub start: bool,
/// Repeat the [`Action`] when it has finished. This is done by adding it back to the queue when it is removed.
pub repeat: bool,
}
impl Default for AddConfig {
fn default() -> Self {
Self {
order: AddOrder::Back,
start: true,
repeat: false,
}
}
}
#[derive(Default, Component)]
struct ActionQueue(VecDeque<(Box<dyn Action>, ActionConfig)>);
#[derive(Default, Component)]
struct CurrentAction(Option<(Box<dyn Action>, ActionConfig)>);
struct ActionConfig {
repeat: bool,
}
#[allow(clippy::from_over_into)]
impl Into<ActionConfig> for AddConfig {
fn into(self) -> ActionConfig {
ActionConfig {
repeat: self.repeat,
}
}
}
#[cfg(test)]
mod tests {
use crate::{world::*, *};
struct EmptyAction;
impl Action for EmptyAction {
fn add(&mut self, _actor: Entity, _world: &mut World, _commands: &mut ActionCommands) {}
fn remove(&mut self, _actor: Entity, _world: &mut World) {}
fn stop(&mut self, _actor: Entity, _world: &mut World) {}
}
#[test]
fn add() {
let mut world = World::new();
let e = world.spawn().insert_bundle(ActionsBundle::default()).id();
world
.action_builder(e, AddConfig::default())
.push(EmptyAction)
.push(EmptyAction)
.push(EmptyAction)
.apply();
assert!(world.get::<CurrentAction>(e).unwrap().0.is_some());
assert!(world.get::<ActionQueue>(e).unwrap().0.len() == 2);
world.next_action(e);
assert!(world.get::<CurrentAction>(e).unwrap().0.is_some());
assert!(world.get::<ActionQueue>(e).unwrap().0.len() == 1);
world.next_action(e);
assert!(world.get::<CurrentAction>(e).unwrap().0.is_some());
assert!(world.get::<ActionQueue>(e).unwrap().0.len() == 0);
world.next_action(e);
assert!(world.get::<CurrentAction>(e).unwrap().0.is_none());
assert!(world.get::<ActionQueue>(e).unwrap().0.len() == 0);
}
#[test]
fn stop() {
let mut world = World::new();
let e = world.spawn().insert_bundle(ActionsBundle::default()).id();
world.add_action(e, EmptyAction, AddConfig::default());
assert!(world.get::<CurrentAction>(e).unwrap().0.is_some());
assert!(world.get::<ActionQueue>(e).unwrap().0.len() == 0);
world.stop_action(e);
assert!(world.get::<CurrentAction>(e).unwrap().0.is_none());
assert!(world.get::<ActionQueue>(e).unwrap().0.len() == 1);
world.next_action(e);
assert!(world.get::<CurrentAction>(e).unwrap().0.is_some());
assert!(world.get::<ActionQueue>(e).unwrap().0.len() == 0);
world.next_action(e);
assert!(world.get::<CurrentAction>(e).unwrap().0.is_none());
assert!(world.get::<ActionQueue>(e).unwrap().0.len() == 0);
}
#[test]
fn clear() {
let mut world = World::new();
let e = world.spawn().insert_bundle(ActionsBundle::default()).id();
world
.action_builder(e, AddConfig::default())
.push(EmptyAction)
.push(EmptyAction)
.push(EmptyAction)
.push(EmptyAction)
.push(EmptyAction)
.apply();
assert!(world.get::<CurrentAction>(e).unwrap().0.is_some());
assert!(world.get::<ActionQueue>(e).unwrap().0.len() == 4);
world.clear_actions(e);
assert!(world.get::<CurrentAction>(e).unwrap().0.is_none());
assert!(world.get::<ActionQueue>(e).unwrap().0.len() == 0);
}
#[test]
fn repeat() {
let mut world = World::new();
let e = world.spawn().insert_bundle(ActionsBundle::default()).id();
world.add_action(
e,
EmptyAction,
AddConfig {
order: AddOrder::Back,
start: true,
repeat: true,
},
);
assert!(world.get::<CurrentAction>(e).unwrap().0.is_some());
assert!(world.get::<ActionQueue>(e).unwrap().0.len() == 0);
world.next_action(e);
assert!(world.get::<CurrentAction>(e).unwrap().0.is_some());
assert!(world.get::<ActionQueue>(e).unwrap().0.len() == 0);
world.next_action(e);
assert!(world.get::<CurrentAction>(e).unwrap().0.is_some());
assert!(world.get::<ActionQueue>(e).unwrap().0.len() == 0);
}
}