6 releases

0.1.5 Jul 21, 2024
0.1.4 Jul 5, 2024
0.1.3 Feb 20, 2024
0.1.2 Nov 6, 2023
0.1.0 Apr 19, 2023

#303 in Game dev

Download history 88/week @ 2024-07-22 4/week @ 2024-07-29 25/week @ 2024-09-16 25/week @ 2024-09-23 5/week @ 2024-09-30

307 downloads per month

MIT license

200KB
554 lines

🎚️ Moonshine Behavior

Minimalistic state machine for Bevy game engine.

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 changes on entities.
  • 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 the next behavior is started, the current one is pushed onto the stack (if resumable) and paused.

Setup

1. Define your behavior data as a Component

use bevy::prelude::*;
use moonshine_behavior::prelude::*;

#[derive(Component, Default, Debug, Reflect, FromReflect)]
#[reflect(Component)]
enum Bird {
    #[default]
    Idle,
    Fly,
    Sleep,
    Chirp,
}

Behaviors are often implemented as an enum since they represent a finite set of states. This is not a hard requirement. Any struct may be used to represent behavior data as well, such as:

#[derive(Component, Default, Debug, Reflect, FromReflect)]
#[reflect(Component)]
struct Bird {
    flying: bool,
    sleeping: bool,
    chirping: bool,
}

You may even use nested enums or structs to represent complex state machines:

#[derive(Component, Default, Debug, Reflect, FromReflect)]
#[reflect(Component)]
enum Bird {
    #[default]
    Idle,
    Fly(Fly),
    Sleep(Sleep),
    Chirp(Chirp),
}

#[derive(Default, Debug, Reflect)]
enum Fly {
    #[default]
    Normal,
    Hunt,
    Flee,
}

#[derive(Default, Debug, Reflect)]
struct Sleep {
    duration: f32,
}

#[derive(Default, Debug, Reflect)]
struct Chirp {
    count: usize,
}

2. Implement the Behavior trait:

impl Behavior for Bird {
    fn allows_next(&self, next: &Self) -> bool {
        use Bird::*;
        match self {
            Idle => matches!(next, Sleep | Fly | Chirp),
            Fly => matches!(next, Chirp),
            Sleep | Chirp => false,
        }
    }
}

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

3. Register the Behavior and its transition:

Add a BehaviorPlugin<T> to your App to register the behavior events and types. Use transition() system to trigger behavior transitions whenever you want.

app.add_plugins(BehaviorPlugin::<Bird>::default())
    .add_systems(Update, transition::<Bird>);

You can 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.

4. Spawn a BehaviorBundle:

For behavior system to work, you must insert your behavior using a BehaviorBundle. This bundle also inserts an instance of your behavior. This is referred to as the Initial Behavior.

fn spawn_bird(mut commands: Commands) {
    commands.spawn(BehaviorBundle::<Bird>::default());
}

To spawn a bird with a specific initial behavior use BehaviorBundle::<B>::new().

⚠️ WARNING
The initial behavior may never be stopped. Doing so would trigger an error.

Transitions

An entity spawned with a BehaviorBundle may be queried using BehaviorRef and BehaviorMut world queries.

  • BehaviorRef may be used to read the current/previous behaviors.
  • BehaviorMut may be used to read the current/previous behaviors and request behavior transitions.

To access current behavior, use Deref/DerefMut or get/get_mut on either BehaviorRef or BehaviorMut. To access previous behavior, use .previous().

For example:

fn is_chirping_while_flying(bird: Query<BehaviorRef<Bird>>) -> bool {
    let behavior = bird.single();
    matches!(*behavior, Chirp) && matches!(behavior.previous(), Some(Fly))
}

To start some next behavior, use .try_start():

fn chirp(mut bird: Query<BehaviorMut<Bird>>) {
    bird.single_mut().try_start(Chirp);
}

To stop current behavior and resume the previous behavior, use .stop():

fn stop(mut bird: Query<BehaviorMut<Bird>>) {
    bird.single_mut().stop();
}

To stop current behavior and resume the initial behavior, use .reset():

fn reset(mut bird: Query<BehaviorMut<Bird>>) {
    bird.single_mut().reset();
}

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() to perform any logic as required.

⚠️ WARNING
Be mindful that only one transition may be invoked per application update, per entity. This is an intentional design choice. If multiple transitions are requested on the same entity within the same update cycle, only the last one is invoked, and a warning is logged.

Events

Any time a transition is invoked, an associated event is dispatched. These events may be used by other systems to react to behavior changes.

Each event (except StoppedEvent) carries only the entity ID for which the behavior was started, paused, or resumed. StoppedEvent carries the entity ID in additional to the stopped behavior data.

For StartedEvent and ResumedEvent, the behavior exists on the entity itself. You may access it either using a normal query (e.g. Query<&Bird>), or using BehaviorRef.

fn on_chirp_started(mut events: Started<Bird>, query: Query<BehaviorRef<Bird>>) {
    for event in events.iter() {
        let entity = event.entity();
        let behavior = query.get(entity).unwrap();
        if let Chirp = *behavior {
            info!("{entity:?} has started chirping!");
        }
    }
}

fn on_chirp_resumed(mut events: Resumed<Bird>, query: Query<BehaviorRef<Bird>>) {
    for event in events.iter() {
        let entity = event.entity();
        let behavior = query.get(entity).unwrap();
        if let Chirp = *behavior {
            info!("{entity:?} is chirping again!");
        }
    }
}

For PausedEvent, the paused behavior is the previous behavior on the data, which is accessible using .previous():

fn on_chirp_paused(mut events: Paused<Bird>, query: Query<BehaviorRef<Bird>>) {
    for event in events.iter() {
        let entity = event.entity();
        let behavior = query.get(entity).unwrap();
        if let Chirp = behavior.previous() {
            info!("{entity:?} is no longer chirping.");
        }
    }
}

For StoppedEvent, the stopped behavior is accessible through the event itself:

fn on_chirp_stopped(mut events: Stopped<Bird>) {
    for event in events.iter() {
        let entity = event.entity();
        let behavior = event.behavior();
        if let Chirp = *behavior {
            info!("{entity:?} has stopped chirping.");
        }
    }
}

Activation/Suspension

In some cases, it may be necessary to run some logic if a behavior is paused OR stopped (suspension), or started OR resumed (activation).
To handle activation and suspension, you may use a standard Changed query:

fn on_chirp_activated(query: Query<BehaviorRef<Bird>, Changed<Bird>>) {
    if let Ok(behavior) = query.get_single() {
        if let Chirp = *behavior {
            info!("{entity:?} is chirping!");
        }        
    }
}

fn on_chirp_suspended(query: Query<BehaviorRef<Bird>, Changed<Bird>>) {
    if let Ok(behavior) = query.get_single() {
        if let Chirp = behavior.previous() {
            info!("{entity:?} is not chirping.");
        }        
    }
}

Examples

See bird.rs for a complete implementation of the Bird behavior.

Support

Find me on Bevy Discord server, or post an issue.

Dependencies

~12MB
~211K SLoC