Expand description
§🎚️ Moonshine Behavior
Minimalistic state machine for Bevy entities.
§Overview
This crates is designed to provide a simple, stack-based implementation of state machines for Bevy entities.
§Features
- Simple: Minimal overhead for defining and setting up behaviors.
- Behaviors can be started, paused, resumed, and stopped.
- Event driven API which allows systems to react to behavior state change per entity.
- Multiple behaviors with different types may exist on the same entity to define complex state machines.
§Usage
A behavior, typically implemented as an enum
, is a Component
which represents some state of its entity. Each behavior is associated with a Stack.
When a new behavior starts, the current state is removed from the entity and pushed onto the stack (if resumable) and paused.
When a behavior stops, the previous state is removed from the stack and inserted back into the entity.
§Setup
§1. Define your behavior data as a Component
Behaviors are often implemented as an enum
since they are ideal for representing finite state machines. However, this is not a strict requirement. Any struct
may also be used to represent behavior states.
use bevy::prelude::*;
#[derive(Component, Debug, Reflect)]
#[reflect(Component)]
enum Bird {
/* ... */
}
§2. Implement the Behavior
trait:
use bevy::prelude::*;
use moonshine_behavior::prelude::*;
#[derive(Component, Debug, Reflect)]
#[reflect(Component)]
enum Bird {
Idle,
Fly,
Sleep,
Chirp,
}
impl Behavior for Bird {
fn filter_next(&self, next: &Self) -> bool {
use Bird::*;
match_next! {
self => next,
Idle => Sleep | Fly | Chirp,
Fly => Chirp,
}
}
}
This trait defines the possible transitions for your behavior.
In this example:
- a bird may sleep, fly, or chirp when idle
- a bird may chirp when flying
- a bird may not do anything else when sleeping or chirping
This trait has additional methods for more advanced usage. See Behavior
trait documentation for full details.
§3. Register the Behavior
and its transition:
Add a BehaviorPlugin
and the transition
system to your App
to trigger behavior transitions whenever you want.
use bevy::prelude::*;
use moonshine_behavior::prelude::*;
#[derive(Component, Debug, Reflect)]
#[reflect(Component)]
enum Bird {
/* ... */
}
impl Behavior for Bird {
/* ... */
}
let mut app = App::new();
app.add_plugins(BehaviorPlugin::<Bird>::default())
.add_systems(Update, transition::<Bird>);
You may define your systems before or after the transition
system.
Usually, systems that cause behavior change should run before transition while systems that handle behavior logic should run after transition. However, this is not a strict requirement. Just be mindful of frame delays!
§4. Spawn
The first instance of T
which is inserted into the entity is defined as the Initial Behavior:
fn spawn_bird(mut commands: Commands) {
commands.spawn(Bird::Idle); // <--- Bird starts in Idle state
}
You may also spawn a bird with a Transition
:
fn spawn_bird(mut commands: Commands) {
commands.spawn((Bird::Idle, Next(Bird::Chirp))); // <--- Bird starts in Idle state and then Chirps!
}
Or maybe even a TransitionSequence
:
fn spawn_bird(mut commands: Commands) {
commands.spawn((
Bird::Idle,
TransitionSequence::wait_for(Bird::Chirp).then(Bird::Fly)
));
}
§5. Query
To manage the behavior of an entity, you may use the BehaviorRef<T>
and BehaviorMut<T>
Query
terms:
fn update_bird(mut query: Query<BehaviorMut<Bird>>) {
for mut behavior in query.iter_mut() {
match behavior.current() {
Bird::Idle => {
// Do something when the bird is idle
}
Bird::Chirp => {
// TODO: Play Chirp sound!
behavior.stop(); // <-- Go back to the previous state
}
_ => { /* ... */ }
}
}
}
BehaviorRef<T>
is a read-only reference to the current behavior and the entire stack.
BehaviorMut<T>
extends BehaviorRef<T>
and allows you to modify the behavior as well.
Note that you may also access your behavior as &T
or &mut T
directly (it is just a component after all!).
Transition<T>
is also directly accessible as a component, however it is more ergonomic to use BehaviorMut<T>
for transitions.
§Transitions
When a transition is requested, it is not invoked immediately. Instead, it is invoked whenever the registered transition
system is run.
You may register your systems before or after transition::<T>
to perform any logic as required.
⚠️ WARNING
In most cases, only one transition is allowed per entity, per cycle.This is by design to allow each state to get at least one active frame.
The exception to this is during an interruption or a reset, where multiple behaviors may be stopped at once.
To invoke a transition, you may use the BehaviorMut<T>
. There are several methods for invoking transitions:
start
Pauses the current behavior and starts a new one.interrupt_start
Stops all behaviors which yield to the new behavior, and then starts the new behavior.interrupt_resume
Stops all behaviors above a given index in the stack and resumes it.interrupt_stop
Stops all behaviors above and including given index in the stack, resuming the previous one.stop
Stops the current behavior and resumes the previous one.reset
Stops all behaviors and resets the entity to its initial state.
Regardless of the method used, all transition may fail if:
- The new behavior does not allow the new behavior to start at the exact time of
transition
. Seefilter_next
. - The current behavior is the initial behavior and a stop is requested. The initial behavior may never be stopped.
To completely stop the behavior, including the initial, you must remove the entire behavior from the entity.
To do this, use remove_with_require::<T>()
to remove the initial behavior and the entire behavior stack.
§Events
When a transition is invoked, several behavior events
are triggered.
You may use the following triggers to react to these events:
Trigger<OnStart, T>
- Triggered when a new behavior starts.Trigger<OnPause, T>
- Triggered when a behavior is paused as the next one starts.Trigger<OnResume, T>
- Triggered when a behavior is resumed as the previous one stops.Trigger<OnStop<T>, T>
- Triggered when a behavior stops (⚠️ Note the additional type parameter).Trigger<OnActivate, T>
- Triggered when a behavior is activated (started OR resumed).
See events
documentation for more details.
§Hooks
In addition to events, you may also use hooks to perform immediate actions during a transition
. Hooks are methods on the Behavior
trait which may optionally be implemented by you:
impl Behavior for Bird {
fn on_start(&self, _previous: Option<&Self>, mut commands: InstanceCommands<Self>) {
match self {
Bird::Chirp => {
commands.insert(PlayAudio { /* ... */});
}
_ => { /* ... */ }
}
}
}
These hook commands would be executed immediately after transition
is invoked. They are mainly useful when trying to minimize frame delays between state changes.
§Examples
See signal.rs for a complete example.
§Version 0.3
- Add
try_*
functions toBehaviorMut<T>
to automatically check for transition overrides - Refactor
BehaviorEvents
into separate events to work better with new Bevy triggers- An
OnActivate
event is also added
- An
- Add
BehaviorIndex
for safer behavior index management - Add
interrupt_stop
andinterrupt_resume
transition methods- The old “Reset” transition is implemented as an
interrupt_resume
to initial behavior
- The old “Reset” transition is implemented as an
§Support
Please post an issue for any bugs, questions, or suggestions.
You may also contact me on the official Bevy Discord server as @Zeenobit.
Modules§
- events
- Each
Behavior
Transition
triggers anEvent
. - prelude
- Common elements for
Behavior
query and management. - transition
- A
Behavior
is controlled usingTransition
.
Macros§
- match_
next - A convenient macro for implementation of
Behavior::filter_next
.
Structs§
- Behavior
Index - A numeric index which represents the position of a
Behavior
in the stack. - Behavior
Mut - Query data for a
Behavior
with mutable access. - Behavior
MutItem - Automatically generated
WorldQuery
item type forBehaviorMut
, returned when iterating over query results. - Behavior
MutRead Only - Automatically generated
WorldQuery
type for a read-only variant ofBehaviorMut
. - Behavior
MutRead Only Item - Automatically generated
WorldQuery
item type forBehaviorMutReadOnly
, returned when iterating over query results. - Behavior
Plugin - A
Plugin
for anyBehavior
type. - Behavior
Ref - Query data for a
Behavior
. - Behavior
RefItem - Automatically generated
WorldQuery
item type forBehaviorRef
, returned when iterating over query results.