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observer_propagation/
observer_propagation.rs

1//! Demonstrates how to propagate events through the hierarchy with observers.
2
3use std::time::Duration;
4
5use bevy::{log::LogPlugin, prelude::*, time::common_conditions::on_timer};
6use rand::{rng, seq::IteratorRandom, RngExt};
7
8fn main() {
9    App::new()
10        .add_plugins((MinimalPlugins, LogPlugin::default()))
11        .add_systems(Startup, setup)
12        .add_systems(
13            Update,
14            attack_armor.run_if(on_timer(Duration::from_millis(200))),
15        )
16        // Add a global observer that will emit a line whenever an attack hits an entity.
17        .add_observer(attack_hits)
18        .run();
19}
20
21// In this example, we spawn a goblin wearing different pieces of armor. Each piece of armor
22// is represented as a child entity, with an `Armor` component.
23//
24// We're going to model how attack damage can be partially blocked by the goblin's armor using
25// event bubbling. Our events will target the armor, and if the armor isn't strong enough to block
26// the attack it will continue up and hit the goblin.
27fn setup(mut commands: Commands) {
28    commands
29        .spawn((Name::new("Goblin"), HitPoints(50)))
30        .observe(take_damage)
31        .with_children(|parent| {
32            parent
33                .spawn((Name::new("Helmet"), Armor(5)))
34                .observe(block_attack);
35            parent
36                .spawn((Name::new("Socks"), Armor(10)))
37                .observe(block_attack);
38            parent
39                .spawn((Name::new("Shirt"), Armor(15)))
40                .observe(block_attack);
41        });
42}
43
44// This event represents an attack we want to "bubble" up from the armor to the goblin.
45//
46// We enable propagation by adding the event attribute and specifying two important pieces of information.
47//
48// - **propagate:**
49// Enables the default propagation behavior ("bubbling" up from child to parent using the ChildOf component).
50//
51// - **auto_propagate:**
52// We can also choose whether or not this event will propagate by default when triggered. If this is
53// false, it will only propagate following a call to `On::propagate(true)`.
54#[derive(Clone, Component, EntityEvent)]
55#[entity_event(propagate, auto_propagate)]
56struct Attack {
57    entity: Entity,
58    damage: u16,
59}
60
61/// An entity that can take damage.
62#[derive(Component, Deref, DerefMut)]
63struct HitPoints(u16);
64
65/// For damage to reach the wearer, it must exceed the armor.
66#[derive(Component, Deref)]
67struct Armor(u16);
68
69/// A normal bevy system that attacks a piece of the goblin's armor on a timer.
70fn attack_armor(entities: Query<Entity, With<Armor>>, mut commands: Commands) {
71    let mut rng = rng();
72    if let Some(entity) = entities.iter().choose(&mut rng) {
73        let damage = rng.random_range(1..20);
74        commands.trigger(Attack { damage, entity });
75        info!("⚔️  Attack for {} damage", damage);
76    }
77}
78
79fn attack_hits(attack: On<Attack>, name: Query<&Name>) {
80    if let Ok(name) = name.get(attack.entity) {
81        info!("Attack hit {}", name);
82    }
83}
84
85/// A callback placed on [`Armor`], checking if it absorbed all the [`Attack`] damage.
86fn block_attack(mut attack: On<Attack>, armor: Query<(&Armor, &Name)>) {
87    let (armor, name) = armor.get(attack.entity).unwrap();
88    let damage = attack.damage.saturating_sub(**armor);
89    if damage > 0 {
90        info!("🩸 {} damage passed through {}", damage, name);
91        // The attack isn't stopped by the armor. We reduce the damage of the attack, and allow
92        // it to continue on to the goblin.
93        attack.damage = damage;
94    } else {
95        info!("🛡️  {} damage blocked by {}", attack.damage, name);
96        // Armor stopped the attack, the event stops here.
97        attack.propagate(false);
98        info!("(propagation halted early)\n");
99    }
100}
101
102/// A callback on the armor wearer, triggered when a piece of armor is not able to block an attack,
103/// or the wearer is attacked directly.
104fn take_damage(
105    attack: On<Attack>,
106    mut hp: Query<(&mut HitPoints, &Name)>,
107    mut commands: Commands,
108    mut app_exit: MessageWriter<AppExit>,
109) {
110    let (mut hp, name) = hp.get_mut(attack.entity).unwrap();
111    **hp = hp.saturating_sub(attack.damage);
112
113    if **hp > 0 {
114        info!("{} has {:.1} HP", name, hp.0);
115    } else {
116        warn!("💀 {} has died a gruesome death", name);
117        commands.entity(attack.entity).despawn();
118        app_exit.write(AppExit::Success);
119    }
120
121    info!("(propagation reached root)\n");
122}