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Bevy Genre Survival Agent Skill

Bevy ECS skill for survival loops. Keywords: Bevy, survival, hunger, warmth, day clock, crafting, ECS.

2.3k 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-survival

What comes with it

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

The instruction itself

18 sections, as written by the author

Bevy survival

Vitals, a day clock, and crafting inputs live on components and resources. Stats, item stacks, gathering, and camps stay on the skills linked below.

When to use

Load this for vitals, crafting inputs, and a day clock you own.

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.

Ownership

| Need | Bevy shape |

| --- | --- |

| Actors in the genre | Entities plus the domain skills linked below |

| Run-wide director | A resource |

| Loop notices | bevy-events-messaging |

Routing

Scope

  • Hunger, warmth, and the day clock are data you own. Item stacks and camp layout stay on the linked skills.

Examples

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

[dependencies]
bevy = "0.20"

Hunger and warmth drain on the fixed step. Cold hours drain warmth faster. A meal and a fire restore them.

#[derive(Component)]
struct Vitals {
    hunger: f32,
    warmth: f32,
}

#[derive(Resource)]
struct DayClock {
    hour: f32,
    hours_per_day: f32,
}

fn tick_day(time: Res<Time<Fixed>>, mut clock: ResMut<DayClock>) {
    let hours = time.delta_secs() * (24.0 / clock.hours_per_day);
    clock.hour = (clock.hour + hours) % 24.0;
}

fn drain_vitals(time: Res<Time<Fixed>>, clock: Res<DayClock>, mut people: Query<&mut Vitals>) {
    let dt = time.delta_secs();
    let night = clock.hour < 6.0 || clock.hour >= 20.0;
    let warmth_rate = if night { 2.5 } else { 0.4 };
    for mut vitals in &mut people {
        vitals.hunger = (vitals.hunger - 1.2 * dt).max(0.0);
        vitals.warmth = (vitals.warmth - warmth_rate * dt).max(0.0);
    }
}

#[derive(Message)]
struct Eat {
    who: Entity,
    amount: f32,
}

fn apply_meals(mut meals: MessageReader<Eat>, mut people: Query<&mut Vitals>) {
    for meal in meals.read() {
        let Ok(mut vitals) = people.get_mut(meal.who) else {
            continue;
        };
        vitals.hunger = (vitals.hunger + meal.amount).min(100.0);
    }
}

pub struct SurvivalPlugin;

impl Plugin for SurvivalPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(DayClock {
            hour: 8.0,
            hours_per_day: 480.0,
        })
        .add_message::<Eat>()
        .add_systems(FixedUpdate, (tick_day, drain_vitals, apply_meals).chain());
    }
}

A recipe spends named counts from a bag, then writes a crafted stack. The bag is a component so each camp or player carries their own stores.

#[derive(Clone, Copy, PartialEq, Eq)]
enum ItemKind {
    Wood,
    Fiber,
    Bandage,
}

#[derive(Component, Default)]
struct Bag {
    stacks: Vec<(ItemKind, u32)>,
}

fn count_of(bag: &Bag, kind: ItemKind) -> u32 {
    bag.stacks
        .iter()
        .filter(|(k, _)| *k == kind)
        .map(|(_, n)| *n)
        .sum()
}

fn spend(bag: &mut Bag, kind: ItemKind, mut need: u32) -> bool {
    if count_of(bag, kind) < need {
        return false;
    }
    for (k, n) in &mut bag.stacks {
        if *k != kind || need == 0 {
            continue;
        }
        let take = (*n).min(need);
        *n -= take;
        need -= take;
    }
    bag.stacks.retain(|(_, n)| *n > 0);
    true
}

fn craft_bandage(mut bags: Query<&mut Bag>) {
    for mut bag in &mut bags {
        if spend(&mut bag, ItemKind::Fiber, 2) {
            bag.stacks.push((ItemKind::Bandage, 1));
        }
    }
}

Spawn a survivor at dawn with full vitals.

#[derive(Component)]
struct Vitals {
    hunger: f32,
    warmth: f32,
}

fn spawn_survivor(mut commands: Commands) {
    commands.spawn((
        Vitals {
            hunger: 100.0,
            warmth: 100.0,
        },
        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 field stored outside a component |

| 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 |

| Hunger, warmth, clock, recipes | Components and resources in the examples | An engine survival module |

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 types from another engine 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

Official links stay on bevy.org. 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. This router does not own a second implementation.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-genre-survival 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.