/*! `big-brain` is a [Utility AI](https://en.wikipedia.org/wiki/Utility_system) library for games, built for the [Bevy Game Engine](https://bevyengine.org/) It lets you define complex, intricate AI behaviors for your entities based on their perception of the world. Definitions are heavily data-driven, using plain Rust, and you only need to program Scorers (entities that look at your game world and come up with a Score), and Actions (entities that perform actual behaviors upon the world). No other code is needed for actual AI behavior. See [the documentation](https://docs.rs/big-brain) for more details. ## Features * Highly concurrent/parallelizable evaluation. * Integrates smoothly with Bevy. * Easy AI definition using idiomatic Rust builders. You don't have to be some genius to define behavior that _feels_ realistic to players. * High performance--supports hundreds of thousands of concurrent AIs. * Graceful degradation--can be configured such that the less frame time is available, the slower an AI might "seem", without dragging down framerates, by simply processing fewer events per tick. * Proven game AI model. * Low code overhead--you only define two types of application-dependent things, and everything else is building blocks! * Highly composable and reusable. * State machine-style continuous actions/behaviors. * Action cancellation. ## Example First, you define actions and considerations, which are just plain old Bevy Components and Systems. As a developer, you write application-dependent code to define [`Scorers`](#scorers) and [`Actions`](#actions), and then put it all together like building blocks, using [`Thinkers`](#thinkers) that will define the actual behavior. ### Scorers `Scorer`s are entities that look at the world and evaluate into [`Score`](scorers::Score) values. You can think of them as the "eyes" of the AI system. They're a highly-parallel way of being able to look at the `World` and use it to make some decisions later. They are created by types that implement [`ScorerBuilder`](scorers::ScorerBuilder). ``` use bevy::prelude::*; use big_brain::prelude::*; #[derive(Debug, Clone)] pub struct Thirsty; impl Thirsty { fn build() -> ThirstyBuilder { ThirstyBuilder } } #[derive(Debug, Clone)] pub struct ThirstyBuilder; impl ScorerBuilder for ThirstyBuilder { fn build(&self, cmd: &mut Commands, scorer: Entity, _actor: Entity) { cmd.entity(scorer).insert(Thirsty); } } pub fn thirsty_scorer_system( thirsts: Query<&Thirst>, mut query: Query<(&Actor, &mut Score), With<Thirsty>>, ) { for (Actor(actor), mut score) in query.iter_mut() { if let Ok(thirst) = thirsts.get(*actor) { score.set(thirst.thirst); } } } ``` ### Actions `Action`s are the actual things your entities will _do_. They are connected to [`ActionState`](actions::ActionState)s, and are created by types implementing [`ActionBuilder`](actions::ActionBuilder). ``` use bevy::prelude::*; use big_brain::prelude::*; #[derive(Debug, Clone)] pub struct Drink; impl Drink { pub fn build() -> DrinkBuilder { DrinkBuilder } } #[derive(Debug, Clone)] pub struct DrinkBuilder; impl ActionBuilder for DrinkBuilder { fn build(&self, cmd: &mut Commands, action: Entity, _actor: Entity) { cmd.entity(action).insert(Drink); } } fn drink_action_system( mut thirsts: Query<&mut Thirst>, mut query: Query<(&Actor, &mut ActionState), With<Drink>>, ) { for (Actor(actor), mut state) in query.iter_mut() { if let Ok(mut thirst) = thirsts.get_mut(*actor) { match *state { ActionState::Requested => { thirst.thirst = 10.0; *state = ActionState::Success; } ActionState::Cancelled => { *state = ActionState::Failure; } _ => {} } } } } ``` ### Thinkers Finally, you can use it when define the [`Thinker`](thinker::Thinker), which you can attach as a regular Component: ```no_run cmd.spawn().insert(Thirst::new(70.0, 2.0)).insert( Thinker::build() .picker(FirstToScore { threshold: 0.8 }) .when(Thirsty::build(), Drink::build()), ); ``` ## Contributing 1. Install the latest Rust toolchain (stable supported). 2. `cargo run --example thirst` 3. Happy hacking! ## License This project is licensed under [the Parity License](LICENSE.md). Third-party contributions are licensed under Apache-2.0 and belong to their respective authors. The Parity License is a copyleft license that, unlike the GPL family, allows you to license derivative and connected works under permissive licenses like MIT or Apache-2.0. It's free to use provided the work you do is freely available! For proprietary use, please [contact me](mailto:kzm@zkat.tech?subject=big-brain%20license), or just [sponsor me on GitHub](https://github.com/users/zkat/sponsorship) under the appropriate tier to [acquire a proprietary-use license](LICENSE-PATRON.md)! This funding model helps me make my work sustainable and compensates me for the work it took to write this crate! */ pub mod evaluators; pub mod pickers; pub mod actions; pub mod choices; pub mod scorers; pub mod thinker; pub mod prelude { /*! Convenience module with the core types you're most likely to use when working with Big Brain. Mean to be used like `use big_brain::prelude::*;` */ use super::*; pub use super::BigBrainPlugin; pub use actions::{ActionBuilder, ActionState, Concurrently, Steps}; pub use pickers::{FirstToScore, Picker}; pub use scorers::{ AllOrNothing, FixedScore, Score, ScorerBuilder, SumOfScorers, WinningScorer, }; pub use thinker::{Actor, Thinker, ThinkerBuilder}; } use bevy::prelude::*; /** Core [`Plugin`] for Big Brain behavior. Required for any of the [`Thinker`](thinker::Thinker)-related magic to work. ### Example ```no_run use bevy::prelude::*; use big_brain::prelude::*; App::build() .add_plugins(DefaultPlugins) .add_plugin(BigBrainPlugin) // ...insert entities and other systems. .run(); */ pub struct BigBrainPlugin; impl Plugin for BigBrainPlugin { fn build(&self, app: &mut App) { use CoreStage::*; app.add_system_set_to_stage( First, SystemSet::new() .with_system(scorers::fixed_score_system) .with_system(scorers::all_or_nothing_system) .with_system(scorers::sum_of_scorers_system) .with_system(scorers::winning_scorer_system) .with_system(scorers::evaluating_scorer_system) .label("scorers"), ); app.add_system_to_stage(First, thinker::thinker_system.after("scorers")); app.add_system_set_to_stage( PreUpdate, SystemSet::new() .with_system(actions::steps_system) .with_system(actions::concurrent_system) .label("aggregate-actions"), ); // run your actions in PreUpdate after aggregate-actions or in a later stage app.add_system_to_stage(Last, thinker::thinker_component_attach_system); app.add_system_to_stage(Last, thinker::thinker_component_detach_system); app.add_system_to_stage(Last, thinker::actor_gone_cleanup); } }