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Alt design pattern with In Out Systems #90
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Here's a version 2 that's a little cleaner and compiles on bevy mainuse bevy_app::{App, Plugin, Startup, Update};
use bevy_ecs::{prelude::*, system::SystemId};
use bevy_time::Time;
use bevy_utils::hashbrown::HashMap;
pub struct BrainBoxPlugin;
impl Plugin for BrainBoxPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, setup)
.add_systems(Update, (decide_best_action, sleepiness_tick));
}
}
#[derive(Component)]
pub struct Thinker;
#[derive(Bundle)]
pub struct MyActorBundle {
pub thinker: Thinker,
pub considerations: Considerations,
pub action_state: ActionState,
pub sleepiness: Sleepiness,
}
#[derive(Component)]
pub struct Considerations {
pub considerations: Vec<Consideration>,
pub default_consideration: Option<Consideration>,
}
#[derive(Component, Clone, Copy)]
pub enum ActionState {
Idle,
Executing,
Done,
}
pub struct Consideration {
pub debug_name: String,
pub scorer: SystemId<Entity, f32>,
pub action: SystemId<Entity, ActionState>,
}
/// We need this in order to move out of the query
struct ConsiderationSystems {
scorer: SystemId<Entity, f32>,
pub action: SystemId<Entity, ActionState>,
}
fn decide_best_action(
world: &mut World,
mut previous_scores: Local<HashMap<Entity, f32>>,
mut previous_action_states: Local<HashMap<Entity, ActionState>>,
) {
let mut query = world.query::<(Entity, &Considerations)>();
let mut entity_considerations = HashMap::<Entity, Vec<ConsiderationSystems>>::new();
for (actor_entity, considerations) in query.iter(world) {
for consideration in &considerations.considerations {
entity_considerations
.entry(actor_entity.clone())
.or_insert_with(Vec::new)
.push(ConsiderationSystems {
scorer: consideration.scorer.clone(),
action: consideration.action.clone(),
});
}
}
for (actor_entity, considerations) in entity_considerations {
for systems in considerations {
let Ok(score) = world.run_system_with_input(systems.scorer, actor_entity) else {
continue;
};
let previous_score = previous_scores.get(&actor_entity).copied().unwrap_or(0.0);
let previous_action_state = previous_action_states
.get(&actor_entity)
.copied()
.unwrap_or(ActionState::Idle);
let mut next_action_state = previous_action_state;
if score > previous_score {
next_action_state = world
.run_system_with_input(systems.action, actor_entity)
.unwrap();
} else {
// Run our default consideration
}
previous_scores.insert(actor_entity, score);
previous_action_states.insert(actor_entity, next_action_state);
}
}
}
// ------------------------------
// User code
#[derive(Component)]
pub struct Sleepiness {
pub level: f32,
/// While resting, how much sleepiness is reduced per second
pub per_second: f32,
/// Until what level of sleepiness should we rest?
pub until: f32,
}
fn sleepiness_tick(mut sleepiness: Query<&mut Sleepiness>) {
for mut sleepiness in sleepiness.iter_mut() {
sleepiness.level += 1.0;
}
}
fn my_sleep_scorer(In(entity): In<Entity>, sleepiness: Query<&Sleepiness>) -> f32 {
let sleepiness = sleepiness.get(entity).unwrap();
sleepiness.level
}
fn sleep(
In(entity): In<Entity>,
time: Res<Time>,
mut sleepiness: Query<&mut Sleepiness>,
) -> ActionState {
let mut sleepiness = sleepiness.get_mut(entity).unwrap();
if sleepiness.level >= sleepiness.until {
ActionState::Done
} else {
sleepiness.level -= time.delta_seconds() * sleepiness.per_second;
ActionState::Executing
}
}
fn setup(world: &mut World) {
// I'm sure we can register the systems ourselves rather than force that on the user.
// They'd just provide us function pointers in that case
let scorer = world.register_system(my_sleep_scorer);
let action = world.register_system(sleep);
world.spawn(MyActorBundle {
thinker: Thinker,
action_state: ActionState::Idle,
considerations: Considerations {
considerations: vec![Consideration {
debug_name: "Sleep".into(),
scorer: scorer,
action: action,
}],
default_consideration: None,
},
sleepiness: Sleepiness {
level: 0.0,
per_second: 1.0,
until: 80.0,
},
});
} I also played around with a version that uses bevy-trait-query and I like the look of that one more than the vec of considerations but it's surprisingly difficult to get right. It also requires that the user registers each consideration type as a Semantically it makes a lot of sense tho: #[bevy_trait_query::queryable]
pub trait Consideration {
fn score(&self, entity: Entity, world: &mut World) -> f32;
fn action(&self, entity: Entity, world: &mut World) -> ActionState;
}
#[derive(Component)]
pub struct Sleep {
pub sleepiness: f32,
}
impl Consideration for Sleep {
fn score(&self, entity: Entity, world: &mut World) -> f32 {
self.sleepiness
}
fn action(&self, entity: Entity, world: &mut World) -> ActionState {
todo!();
}
} (look at that exclusive world access tho 😅 ) I'll post the full length version if I get it running. |
Hiyo ! I was playing around with other possible patterns - mostly out of curiosity and as a learning experience and was recently reading a one shot systems related PR and thought that'd be cool. Anyways, here's how I'd think it'd make sense as a utility ai architecture
I hope you find this interesting ! I thought so and just wanted to share so I could hear your opinion on it :D
I'm a big rust noob so this might be totally wrong/absurd
(also sorry if this was better suited as a discussion ! lol)
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