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Bevy Genre Rts Agent Skill

Route a Bevy 0.20 RTS. Use when selection and move orders are components, a control group is one resource, and marching runs after the order write in one chain. Keywords: Bevy, RTS, Selected, MoveOrder, ControlGroup, chain, genre.

2.4k 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-genre-rts

What comes with it

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

The instruction itself

17 sections, as written by the author

Bevy RTS (thin router)

Genre router. Domain work lives in the Bevy skills below.

When to use

Load this for selection, orders, and groups.

ECS shape

  • Components hold the genre's per-entity flags as plain data. This file does not name new engine types.
  • Resources hold run-wide counters (score, wave index, seed) via bevy-data-resources.
  • Systems read those components on Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.
  • Schedule: gameplay mode changes go through bevy-state-machines. Do not invent a genre plugin.

Routing

Scope

Selection, move orders, and control groups are components and one resource. Pathfinding stays on bevy-ai-navigation.

Examples

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

[dependencies]
bevy = "0.20"

Selected marks the current group. A move order is a target point. March runs after the order is written.

#[derive(Component)]
struct Selected;

#[derive(Component)]
struct MoveOrder {
    target: Vec3,
}

fn issue_move(keys: Res<ButtonInput<KeyCode>>, mut units: Query<&mut MoveOrder, With<Selected>>) {
    if !keys.just_pressed(KeyCode::KeyM) {
        return;
    }
    for mut order in &mut units {
        order.target = Vec3::new(12.0, 0.0, 6.0);
    }
}

fn march(time: Res<Time<Fixed>>, mut units: Query<(&MoveOrder, &mut Transform)>) {
    let dt = time.delta_secs();
    for (order, mut transform) in &mut units {
        let delta = order.target - transform.translation;
        let step = 6.0 * dt;
        if delta.length() <= step {
            transform.translation = order.target;
        } else {
            transform.translation += delta.normalize_or_zero() * step;
        }
    }
}

pub struct OrderPlugin;

impl Plugin for OrderPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(FixedUpdate, (issue_move, march).chain());
    }
}

Number keys store the selected entities on a resource. Pressing the key again clears Selected and restores the group.

#[derive(Resource, Default)]
struct ControlGroup {
    members: Vec<Entity>,
}

#[derive(Component)]
struct Selected;

fn bind_group(
    keys: Res<ButtonInput<KeyCode>>,
    selected: Query<Entity, With<Selected>>,
    mut group: ResMut<ControlGroup>,
    mut commands: Commands,
) {
    if keys.just_pressed(KeyCode::Digit1) && keys.pressed(KeyCode::ControlLeft) {
        group.members.clear();
        for entity in &selected {
            group.members.push(entity);
        }
        return;
    }
    if keys.just_pressed(KeyCode::Digit1) {
        for entity in &selected {
            commands.entity(entity).remove::<Selected>();
        }
        for entity in group.members.clone() {
            commands.entity(entity).insert(Selected);
        }
    }
}

Click-select uses a pointer resource filled by another system. Units inside the radius gain Selected.

#[derive(Resource)]
struct PointerWorld(Vec3);

#[derive(Component)]
struct Selectable;

#[derive(Component)]
struct Selected;

fn click_select(
    buttons: Res<ButtonInput<MouseButton>>,
    pointer: Res<PointerWorld>,
    mut commands: Commands,
    units: Query<(Entity, &Transform), With<Selectable>>,
    selected: Query<Entity, With<Selected>>,
) {
    if !buttons.just_pressed(MouseButton::Left) {
        return;
    }
    for entity in &selected {
        commands.entity(entity).remove::<Selected>();
    }
    for (entity, transform) in &units {
        if transform.translation.distance(pointer.0) < 1.5 {
            commands.entity(entity).insert(Selected);
        }
    }
}

fn spawn_units(mut commands: Commands) {
    commands.insert_resource(PointerWorld(Vec3::ZERO));
    for index in 0..4 {
        commands.spawn((
            Selectable,
            MoveOrder {
                target: Vec3::new(index as f32 * 2.0, 0.0, 0.0),
            },
            Transform::from_xyz(index as f32 * 2.0, 0.0, 0.0),
        ));
    }
}

#[derive(Component)]
struct MoveOrder {
    target: Vec3,
}

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 |

| 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 |

| Group orders | Selected plus MoveOrder on each unit, marched in one system | A formation type invented as an engine singleton |

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 types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No invented genre APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • Do not pick a physics or net crate here. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.0. Official links stay on the unversioned learn pages.

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. This router does not own a second implementation.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-genre-rts 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.