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Bevy Inventory System Agent Skill

Bevy ECS skill for inventories. Keywords: Bevy, inventory, stack, item, ECS.

2.1k 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-inventory-system

What comes with it

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

The instruction itself

17 sections, as written by the author

Bevy inventory system

When to use

Load this when stacks move between containers. UI grids stay on bevy-ui-layout. Economy prices stay on bevy-economy-system.

ECS shape

  • Components: item id and stack count you define.
  • 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.

Ownership

| Need | Bevy shape |

| --- | --- |

| Stack | Item id plus count on a component or inside a resource inventory |

| Container | An entity that owns stacks |

| Equip | A marker component. Stat changes go through bevy-rpg-stats |

Scope

  • Item ids, stack counts, and containers are components. A move request is a message so one system writes both bags.
  • Slot widgets stay on bevy-ui-layout. Prices stay on bevy-economy-system.

Examples

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

[dependencies]
bevy = "0.20"

Stacks live on the container entity. Moves are messages so a single query mutably borrows both bags.

#[derive(Clone, Copy, PartialEq, Eq)]
struct ItemId(u32);

#[derive(Clone, Copy)]
struct Stack {
    item: ItemId,
    count: u32,
}

#[derive(Component, Default)]
struct Inventory {
    slots: Vec<Stack>,
}

#[derive(Message)]
struct MoveStack {
    from: Entity,
    to: Entity,
    slot: usize,
    count: u32,
}

fn add_stack(inv: &mut Inventory, item: ItemId, mut count: u32) {
    for stack in &mut inv.slots {
        if stack.item == item {
            stack.count += count;
            return;
        }
    }
    if count > 0 {
        inv.slots.push(Stack { item, count });
    }
}

fn transfer(mut requests: MessageReader<MoveStack>, mut bags: Query<&mut Inventory>) {
    for req in requests.read() {
        if req.from == req.to || req.count == 0 {
            continue;
        }
        let Ok([mut from, mut to]) = bags.get_many_mut([req.from, req.to]) else {
            continue;
        };
        let Some(stack) = from.slots.get_mut(req.slot) else {
            continue;
        };
        if stack.count < req.count {
            continue;
        }
        let item = stack.item;
        stack.count -= req.count;
        let moved = req.count;
        if stack.count == 0 {
            from.slots.remove(req.slot);
        }
        add_stack(&mut to, item, moved);
    }
}

pub struct InventoryPlugin;

impl Plugin for InventoryPlugin {
    fn build(&self, app: &mut App) {
        app.add_message::<MoveStack>()
            .add_systems(Update, transfer);
    }
}

Equip copies a stack onto a marker and leaves the remainder in the bag. Stat changes stay on bevy-rpg-stats.

#[derive(Clone, Copy, PartialEq, Eq)]
struct ItemId(u32);

#[derive(Component)]
struct Equipped {
    item: ItemId,
}

#[derive(Component, Default)]
struct Inventory {
    slots: Vec<(ItemId, u32)>,
}

fn equip_first(mut commands: Commands, actors: Query<(Entity, &Inventory), Without<Equipped>>) {
    for (entity, bag) in &actors {
        let Some((item, count)) = bag.slots.first().copied() else {
            continue;
        };
        if count == 0 {
            continue;
        }
        commands.entity(entity).insert(Equipped { item });
    }
}

Spawn a chest and a player bag with a starter stack.

#[derive(Clone, Copy, PartialEq, Eq)]
struct ItemId(u32);

#[derive(Clone, Copy)]
struct Stack {
    item: ItemId,
    count: u32,
}

#[derive(Component)]
struct Inventory {
    slots: Vec<Stack>,
}

fn spawn_bags(mut commands: Commands) {
    commands.spawn(Inventory {
        slots: vec![Stack {
            item: ItemId(1),
            count: 8,
        }],
    });
    commands.spawn(Inventory { slots: Vec::new() });
}

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 |

| Stacks and moves | Inventory plus a MoveStack message | Two systems each writing one bag |

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 APIs or unnamed third-party crates as the chosen solver. 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 yet.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-inventory-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.