Deprecated in favor of the more simplified and up-to-date version Moonshine Kind.
This crate is a minimalistic implementation of Kinded Entities for Bevy game engine.
In summary, it allows the user to define, construct, and query entities of different kinds. Each kind of entity is defined with an expected set of components, and a specialized command queue which may be extended with commands for specific kinds of entities.
This means that instead of writing this... ๐ตโ๐ซ
#[derive(Component)]
struct Friends(Vec<Entity>);
#[derive(Component)]
struct Inventory {
items: Vec<Entity>,
buckets: HashMap<Entity, Vec<Entity>>,
}
You can write this... ๐
#[derive(Component)]
struct Friends(Vec<Person>);
#[derive(Component)]
struct Inventory {
items: Vec<Item>,
buckets: HashMap<Bucket, Vec<Item>>,
}
Where Person
, Item
, and Bucket
can be defined as unique entity kinds.
The end result is increased readability because it's much easier to distinguish references to different kinds of entities. It also allows the user to make safer assumptions about the existence of some expected components on a specific kind of entity.
Add to Cargo.toml
(replace * with your desired version):
[dependencies]
bevy_kindly = "*"
To define an entity kind, you can derive EntityKind
:
#[derive(EntityKind)]
#[default_components(Friends)] // Optional: Components inserted into every `Person` by default
#[components(Name, Age)] // Optional: Components that must be provided to spawn a `Person`
struct Person(Entity);
You may also use default_bundle
and bundle
to define a bundle yourself:
#[derive(EntityKind)]
#[default_bundle(DefaultPersonBundle)] // Optional: Bundle inserted into every `Person` by default
#[bundle(PersonBundle)] // Optional: Bundle that must be provided to spawn a `Person`
struct Person(Entity);
#[derive(Bundle, Default)]
struct DefaultPersonBundle {
friends: Friends,
};
#[derive(Bundle)]
struct PersonBundle {
name: Name,
age: Age,
};
Note that you may either define bundle
or components
, not both. The same rule applies to default_bundle
and default_components
.
Alternatively, you could also just implement EntityKind
trait manually:
struct Person(Entity);
impl EntityKind for Person {
type DefaultBundle = (Friends,);
type Bundle = (Name, Age);
// This function is called by the library to create new instances of this kind, but only when it's actually safe to do so
// User should not be calling this function directly, unless in special cases.
unsafe fn from_entity_unchecked(entity: Entity) -> Self {
Self(entity)
}
fn entity(&self) -> Entity {
self.0
}
}
Entities can be spawned with a kind in 3 separate ways, all of which are identical in underlying implementation.
They can either be spawned using spawn_with_kind<T>
:
commands.spawn_with_kind::<Person>(("Alice".into(), Age(25)));
Or using insert_kind<T>
if the entity is already spawned, or if the entity may have multiple kinds:
commands.entity(entity).insert_kind::<Person>(("Alice".into(), Age(25)));
Or by just inserting a KindBundle<T>
directly:
commands.entity(entity).insert(KindBundle::<Owner>::new(("Alice".into(), Age(25))));
Notice how you must provide the required components in order to mark the entity as the given kind.
Any system can filter queries using WithKind<T>
and EntityWithKind<T>
world queries.
EntityWithKind<T>
is designed to function like an Entity
, but with a kind.
WithKind<T>
can be used as a query filter when the actual entity is not needed.
For example:
fn do_something_with_people_and_their_friends(query: Query<(EntityWithKind<Person>, &Friends)>) {
for (person, friends) in &query {
let person: Person = person.get();
...
let entity: Entity = person.entity();
...
}
}
Additionally, any entity kind can have special commands that may only be invoked on entities of that kind.
This is done by extending EntityKindCommands<T>
:
trait PersonCommands {
// Only people can be friends with each other
fn add_friend(self, friend: Person);
}
impl PersonCommands for &mut EntityKindCommands<'_, '_, '_, Person> {
fn add_friend(self, friend: Person) {
let person = self.get();
self.commands().add(move |world: &mut World| {
// These unwraps are safe(er), because every `Person` entity has a `Friends` component
world.get_mut::<Friends>(person.entity()).unwrap().0.push(friend);
world.get_mut::<Friends>(friend.entity()).unwrap().0.push(person);
});
}
}
These commands can then be invoked on any entity with kind:
let alice = commands.spawn_with_kind::<Person>(("Alice".into(), Age(25))).get();
commands.spawn_with_kind::<Person>(("Bob".into(), Age(30))).add_friend(alice);
Or:
let alice = commands.spawn_with_kind::<Person>(("Alice".into(), Age(25))).get();
let bob = commands.spawn_with_kind::<Person>(("Bob".into(), Age(30))).get();
commands.with_kind(&alice).add_friend(bob);
Any EntityRef
may also be "casted" safely into a kind using try_with_kind
:
let person: Option<Person> = world.entity(entity).try_with_kind::<Person>();
This implementation works by adding a private component with some PhantomData<T>
to every entity with kind T
.
This component is then checked or used as filter by systems as needed in order to guarantee kind correctness.
Beyond that, there is no other runtime cost associated with this. There is no need to register any additional systems or types.
In examples
directory, you can find some examples which outline some use cases:
Note: It is recommended that you look at person.rs
and navigation.rs
before going through other examples.
- examples/person.rs
Demonstrates how to useEntityKind
to create readable and safe references to entities. - examples/navigation.rs
Demonstrates how entities can be queried byEntityKind
to make strong guarantees about components. - examples/multiple.rs
Demonstrates how entities can have multiple kinds. - examples/cast.rs
Demonstrates how to cast entities between different kinds.
- There is no safety against direct removal of entity kind components.
- If an entity has multiple kinds, any intersection of the expected components can cause unwanted overrides.