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Bevy Combat System Agent Skill

Bevy ECS combat: Health, Team, and Invuln on actors, Hit messages, melee reach, despawn on FixedUpdate after damage. Use when a hit must change health before death. Keywords: Bevy, combat, health, Hit, Invuln, chain, FixedUpdate.

2.2k tokens
context cost
SKILL.md, read when the skill is used
2
files
plus reference files
0
copies elsewhere
how many repositories repackaged it
854
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-combat-system

What comes with it

532 bytes besides the instruction
references/ecs-ownership.md

The instruction itself

17 sections, as written by the author

Bevy combat system

When to use

Load this when hits change health. Overlap tests wait on bevy-spatial-queries and the unpicked physics solver.

ECS shape

  • Components: health and team id that you define. No engine combat component was opened.
  • Resources: run-wide tables live in a resource (bevy-data-resources).
  • Systems: mutate those components on Update or the fixed timestep. Use .chain() when damage must land before death.
  • Messages: one-shot facts (hit, pickup, quest advance) go through bevy-events-messaging. This file does not add a new event type name.

Idioms

| Need | Bevy shape |

| --- | --- |

| Health | A component with current and max. Fields are yours. |

| Confirmed hit | A message the health system consumes. |

| Hurt volume | A reach check on Transform until a solver owns shapes. |

Scope

  • Health, damage, invulnerability, and team id are components. A hit is a message the health system consumes.
  • Volume overlap stays with bevy-physics-2d and bevy-physics-3d. A reach check on Transform is enough when you have no solver yet.

Examples

[package]
name = "combat"
version = "0.1.0"
edition = "2021"

[dependencies]
bevy = "0.20"

Health and team live on the actor. Apply hits, then despawn the dead, on one chain so death sees the new health.

#[derive(Component)]
struct Health {
    current: i32,
    max: i32,
}

#[derive(Component)]
struct Team(u32);

#[derive(Component)]
struct Invuln {
    remaining: f32,
}

#[derive(Message)]
struct Hit {
    target: Entity,
    amount: i32,
    source_team: u32,
}

fn apply_hits(
    mut hits: MessageReader<Hit>,
    mut actors: Query<(&Team, &mut Health, &mut Invuln)>,
) {
    for hit in hits.read() {
        let Ok((team, mut health, mut invuln)) = actors.get_mut(hit.target) else {
            continue;
        };
        if team.0 == hit.source_team || invuln.remaining > 0.0 || hit.amount <= 0 {
            continue;
        }
        health.current = (health.current - hit.amount).max(0);
        invuln.remaining = 0.25;
    }
}

fn tick_invuln(time: Res<Time<Fixed>>, mut actors: Query<&mut Invuln>) {
    let dt = time.delta_secs();
    for mut invuln in &mut actors {
        invuln.remaining = (invuln.remaining - dt).max(0.0);
    }
}

fn despawn_dead(mut commands: Commands, actors: Query<(Entity, &Health)>) {
    for (entity, health) in &actors {
        if health.current <= 0 {
            commands.entity(entity).despawn();
        }
    }
}

pub struct CombatPlugin;

impl Plugin for CombatPlugin {
    fn build(&self, app: &mut App) {
        app.add_message::<Hit>().add_systems(
            FixedUpdate,
            (tick_invuln, apply_hits, despawn_dead).chain(),
        );
    }
}

A swing writes hits from translation distance. Physics volumes replace this query when a solver owns the shapes.

#[derive(Component)]
struct Melee {
    reach: f32,
    damage: i32,
    active: bool,
}

#[derive(Component)]
struct Team(u32);

#[derive(Message)]
struct Hit {
    target: Entity,
    amount: i32,
    source_team: u32,
}

fn melee_hits(
    attackers: Query<(&Transform, &Team, &Melee)>,
    targets: Query<(Entity, &Transform, &Team)>,
    mut hits: MessageWriter<Hit>,
) {
    for (atk_tf, atk_team, melee) in &attackers {
        if !melee.active {
            continue;
        }
        for (entity, tgt_tf, tgt_team) in &targets {
            if atk_team.0 == tgt_team.0 {
                continue;
            }
            if atk_tf.translation.distance(tgt_tf.translation) <= melee.reach {
                hits.write(Hit {
                    target: entity,
                    amount: melee.damage,
                    source_team: atk_team.0,
                });
            }
        }
    }
}

Spawn a fighter with full health and a clear invulnerability window.

#[derive(Component)]
struct Health {
    current: i32,
    max: i32,
}

#[derive(Component)]
struct Team(u32);

#[derive(Component)]
struct Invuln {
    remaining: f32,
}

fn spawn_fighter(mut commands: Commands) {
    commands.spawn((
        Health { current: 40, max: 40 },
        Team(1),
        Invuln { remaining: 0.0 },
        Transform::from_xyz(0.0, 0.0, 0.0),
    ));
}

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

| Piece | Owner | Who may mutate | Schedule |

| --- | --- | --- | --- |

| Data on one entity | Component | One system via Query | Update or FixedMain |

| One value for the whole app | Resource | One system | Startup to insert, then the schedule that reads it |

| Spawn | Commands | The spawning system | Startup for the initial world; later schedules for runtime spawn |

| Order that must not race | .chain() | The chained systems only | Same schedule |

| Plugin boundary | Plugin | build registers systems and resources | Before the app runs |

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

| If you need | Do this | Do not |

| --- | --- | --- |

| Per-entity data | Component + Query | A scene-tree script on the actor |

| App-wide config or clock | Resource | Copy the value onto every entity |

| Stable simulation step | FixedMain and the Fixed clock | Tie simulation to raw frame Update |

| Startup spawn | Commands in Startup | Spawn from a render system |

| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |

| An API outside the documented set | Read the official manual linked below | A made-up crate or API |

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.
  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.
  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
  • No scene-tree node or signal bus for this mechanic. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
Prerequisites
Complements
Downstream / consumers
  • None yet.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-combat-system from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.