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//! Derived component support - automatically sync Bevy components with attributes.
//!
//! # Overview
//!
//! [`AttributeDerived`] components are **read-from** - their fields are updated
//! from attribute values every frame (when changed).
//!
//! [`WriteBack`] components are **write-to** - their fields are written
//! back to the attribute system every frame (when changed).
//!
//! Register derived components via the [`AttributesAppExt`] extension trait:
//!
//! ```ignore
//! app.register_attribute_derived::<PlayerHealth>()
//! .register_write_back::<PlayerInput>();
//! ```
use Mutable;
use QueryFilter;
use *;
use crateAttributes;
use crateAttributesMut;
// ---------------------------------------------------------------------------
// System sets
// ---------------------------------------------------------------------------
/// System set for systems that write [`WriteBack`] component values into attributes.
/// Runs in both `PreUpdate` and `PostUpdate`, before [`AttributeDerivedSet`].
;
/// System set for systems that update [`AttributeDerived`] components from attributes.
/// Runs in both `PreUpdate` and `PostUpdate`, after [`WriteBackSet`].
;
/// System set for one-shot [`InitFrom`] systems that initialize component fields
/// from attributes when the component is first added.
/// Runs in `PreUpdate` only, after [`AttributeDerivedSet`].
;
// ---------------------------------------------------------------------------
// Traits
// ---------------------------------------------------------------------------
/// A component whose fields are populated from attribute values.
///
/// Implement this trait (manually or via `attribute_component!`) to have a
/// component automatically updated when its source attributes change.
///
/// # Example
///
/// ```ignore
/// #[derive(Component, Default)]
/// struct PlayerHealth {
/// current: f32,
/// max: f32,
/// }
///
/// impl AttributeDerived for PlayerHealth {
/// fn should_update(&self, attrs: &Attributes) -> bool {
/// let max = attrs.value("Health.Max");
/// let current = attrs.value("Health.Current");
/// (self.max - max).abs() > f32::EPSILON
/// || (self.current - current).abs() > f32::EPSILON
/// }
///
/// fn update_from_attributes(&mut self, attrs: &Attributes) {
/// self.max = attrs.value("Health.Max");
/// self.current = attrs.value("Health.Current");
/// }
/// }
/// ```
/// A component with fields that should be initialized once from attribute values.
///
/// When a component implementing this trait is first added to an entity,
/// `init_from_attributes` is called once in `PreUpdate` to set initial field
/// values from the resolved attributes. This is useful for fields like
/// "current health" that should start equal to "max health".
///
/// # Example
///
/// ```ignore
/// #[derive(Component, Default, AttributeComponent)]
/// struct Health {
/// #[read("health")]
/// max: f32,
/// #[write("health.current")]
/// #[init_from("health")]
/// current: f32,
/// }
/// ```
/// A component whose fields are written back into the attribute system.
///
/// Implement this for components that are authoritative over certain attribute
/// values - e.g., an input component that controls a attribute directly.
///
/// # Example
///
/// ```ignore
/// #[derive(Component)]
/// struct CombatInput {
/// attack_power_override: f32,
/// }
///
/// impl WriteBack for CombatInput {
/// fn should_write_back(&self, attrs: &Attributes) -> bool {
/// let current = attrs.value("AttackPower.Override");
/// (self.attack_power_override - current).abs() > f32::EPSILON
/// }
///
/// fn write_back<F: QueryFilter>(&self, entity: Entity, attributes: &mut AttributesMut<'_, '_, F>) {
/// attributes.set(entity, "AttackPower.Override", self.attack_power_override);
/// }
/// }
/// ```
// ---------------------------------------------------------------------------
// Generic systems
// ---------------------------------------------------------------------------
/// Generic system that updates all entities with a `AttributeDerived` component.
///
/// Only runs for entities whose [`Attributes`] changed since last tick.
/// Generic system that writes back all entities with a changed `WriteBack` component.
///
/// Only runs for entities whose `T` component changed since last tick.
/// The `should_write_back` guard prevents unnecessary attribute writes when the
/// component was mutably accessed but its values didn't actually change.
/// Generic system that initializes [`InitFrom`] fields when the component is first added.
///
/// Uses `Added<T>` to fire exactly once per entity, after all commands from
/// the previous frame have flushed and attributes are resolved.
// ---------------------------------------------------------------------------
// App extension trait
// ---------------------------------------------------------------------------
/// Extension trait for registering derived attribute components with the Bevy app.
// ---------------------------------------------------------------------------
// Inventory-based auto-registration
// ---------------------------------------------------------------------------
/// A registration entry for the [`inventory`] crate.
///
/// Each entry carries a function pointer that registers systems with the
/// Bevy [`App`]. Entries are submitted at link time (via `inventory::submit!`)
/// and collected in [`AttributesPlugin::build`](crate::plugin::AttributesPlugin).
///
/// The [`attribute_component!`] macro emits these automatically. For manual
/// implementations, use the [`register_derived!`] or [`register_write_back!`]
/// convenience macros:
///
/// ```ignore
/// register_derived!(MyCustomDerived);
/// register_write_back!(MyCustomWriteBack);
/// ```
collect!;
/// Register a [`AttributeDerived`] component via the `inventory` auto-registration
/// system. Place this at module scope.
///
/// ```ignore
/// register_derived!(PlayerHealth);
/// ```
/// Register a [`WriteBack`] component via the `inventory` auto-registration
/// system. Place this at module scope.
///
/// ```ignore
/// register_write_back!(PlayerInput);
/// ```