use bevy::prelude::*; use big_brain::*; // First, we define a "Thirst" component and associated system. This is NOT // THE AI. It's a plain old system that just makes an entity "thirstier" over // time. This is what the AI will later interact with. // // There's nothing special here. It's a plain old Bevy component. #[derive(Debug)] pub struct Thirst { pub per_second: f32, pub thirst: f32, } impl Thirst { pub fn new(thirst: f32, per_second: f32) -> Self { Self { thirst, per_second } } } pub fn thirst_system(time: Res<Time>, mut thirsts: Query<&mut Thirst>) { for mut thirst in thirsts.iter_mut() { thirst.thirst += thirst.per_second * (time.delta().as_micros() as f32 / 1000000.0); println!("Thirst: {}", thirst.thirst); } } // The second step is to define an action. What can the AI do, and how does it // do it? This is the first bit involving Big Brain itself, and there's a few // pieces you need: // First, you need an Action struct, and derive Action. // // These actions will be spawned and queued by the game engine when their // conditions trigger (we'll configure what these are later). #[derive(Debug, Action)] pub struct DrinkAction; // Associated with that DrinkAction, you then need to have a system that will // actually execute those actions when they're "spawned" by the Big Brain // engine. // // In our case, we want the Thirst components, since we'll be changing those. // Additionally, we want to pick up the DrinkAction components, as well as // their associated ActionState. Note that the DrinkAction belongs to a // *separate entity* from the owner of the Thirst component! fn drink_action_system( mut thirsts: Query<&mut Thirst>, // We grab the Parent here, because individual Actions are parented to the // entity "doing" the action. // // ActionState is an enum that described the specific run-state the action // is in. You can think of Actions as state machines. They get requested, // they can be cancelled, they can run to completion, etc. Cancellations // usually happen because the target action changed (due to a different // Scorer winning). But you can also cancel the actions yourself by // setting the state in the Action system. mut query: Query<(&Parent, &DrinkAction, &mut ActionState)>, ) { for (Parent(actor), _drink_action, mut state) in query.iter_mut() { // Use the drink_action's actor to look up the corresponding Thirst. if let Ok(mut thirst) = thirsts.get_mut(*actor) { match *state { ActionState::Requested => { thirst.thirst = 10.0; println!("drank some water"); *state = ActionState::Success; } ActionState::Cancelled => { *state = ActionState::Failure; } _ => {} } } } } // Then, we have something called "Scorers". These are special components that // run in the background, calculating a "Score" value, which is what Big Brain // will use to pick which actions to execute. // // Additionally, though, we pull in an evaluator and define a weight. Which is // just mathy stuff you can tweak to get the behavior you want. More on this // in the docs (later), but for now, just put them in there and trust the // system. :) #[derive(Debug, Scorer)] pub struct ScoreThirst; // Look familiar? Similar dance to Actions here. pub fn score_thirst_system( thirsts: Query<&Thirst>, // Same dance with the Parent here, but now we've added a Utility! mut query: Query<(&Parent, &mut Score), With<ScoreThirst>>, ) { for (Parent(actor), mut score) in query.iter_mut() { if let Ok(thirst) = thirsts.get(*actor) { // This is really what the job of a Scorer is. To calculate // a generic Utility value that the Big Brain engine will compare // against others, over time, and use to make decisions. This is // generally "the higher the better", and "first across the finish // line", but that's all configurable using Pickers! *score = Score(thirst.thirst); } } } // Now that we hav eall that defined, it's time to add a Thinker to an entity! // The Thinker is the actual "brain" behind all the AI. Every entity you want // to have AI behavior should have one *or more* Thinkers attached to it. // Thinkers are configured using RON right now, with a DSL that makes it easy // to define, in data, the actual behavior you want. pub fn init_entities(mut cmd: Commands) { let actor = cmd.spawn().insert(Thirst::new(70.0, 2.0)).id(); // Here's a very simple one that only has one scorer and one // associated action. But you can have more of them, and even nest them by // using more Thinkers (which are actually themselves Actions). See // basic.ron in examples/ for a more involved Thinker definition. // // Ultimately, these Thinkers are meant to be usable by non-programmers: // You, the developer, create Actions and Scorers, and someone else // is then able to put them all together like LEGOs into all sorts of // intricate logic. Thinker::load_from_str( r#" ( picker: {"FirstToScore": (threshold: 80.0)}, choices: [( when: {"ScoreThirst": ()}, // This action will fire when (and as long as) ScoreThirst scores >=80.0. then: {"DrinkAction": ()}, )], ) "#, ) .build(actor, &mut cmd); } fn main() { // Once all that's done, we just add our systems and off we go! App::build() .add_plugins(DefaultPlugins) .add_plugin(BigBrainPlugin) .add_startup_system(init_entities.system()) .add_system(thirst_system.system()) .add_system(score_thirst_system.system()) .add_system(drink_action_system.system()) .run(); }