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Bevy Quest System Agent Skill

Track Bevy 0.20 quest definitions in a Resource and per-party progress in a Component, advanced by Messages. Use when objectives must change stage without inventing a quest crate. Keywords: Bevy, quest, objective, QuestProgress, Message, ECS.

2.5k 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-quest-system

What comes with it

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

The instruction itself

17 sections, as written by the author

Bevy quest system

When to use

Load this when objectives advance. Dialogue that grants them stays on bevy-dialogue-system.

ECS shape

  • Components: quest id and stage 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.

Where a quest lives

| Fact | Owner |

| --- | --- |

| Definition | Id plus objectives in QuestCatalog. |

| Objective count | A number incremented from a Message. |

| Complete | A stage change on QuestProgress. Rewards go through inventory or economy skills. |

Scope

  • A quest definition is a Resource table. Runtime progress is a Component on the party entity.
  • One system writes stage changes. Completion grants stay as data another skill reads.

Examples

[dependencies]
bevy = "0.20"

Definitions live in one resource. The party entity stores which quests are active and how far each objective has counted.

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

#[derive(Clone, Copy, PartialEq, Eq)]
enum QuestStage {
    Inactive,
    Active,
    Complete,
}

#[derive(Clone, Copy)]
struct ObjectiveDef {
    id: u32,
    required: u32,
}

struct QuestDef {
    id: QuestId,
    objectives: Vec<ObjectiveDef>,
}

#[derive(Resource)]
struct QuestCatalog {
    quests: Vec<QuestDef>,
}

#[derive(Clone, Copy)]
struct ObjectiveProgress {
    id: u32,
    count: u32,
}

#[derive(Component)]
struct QuestProgress {
    quest: QuestId,
    stage: QuestStage,
    objectives: Vec<ObjectiveProgress>,
}

fn accept(catalog: Res<QuestCatalog>, mut commands: Commands, party: Query<Entity, Without<QuestProgress>>) {
    let Some(def) = catalog.quests.first() else {
        return;
    };
    for entity in &party {
        commands.entity(entity).insert(QuestProgress {
            quest: def.id,
            stage: QuestStage::Active,
            objectives: def
                .objectives
                .iter()
                .map(|objective| ObjectiveProgress {
                    id: objective.id,
                    count: 0,
                })
                .collect(),
        });
    }
}

A pickup or kill is a message. The quest system is the only writer of QuestProgress.

#[derive(Clone, Copy, PartialEq, Eq)]
enum QuestStage {
    Active,
    Complete,
}

#[derive(Component)]
struct QuestProgress {
    stage: QuestStage,
    objective: u32,
    count: u32,
    required: u32,
}

#[derive(Message)]
struct ObjectiveFact {
    objective: u32,
}

fn apply_facts(mut facts: MessageReader<ObjectiveFact>, mut quests: Query<&mut QuestProgress>) {
    for fact in facts.read() {
        for mut quest in &mut quests {
            if quest.stage != QuestStage::Active || quest.objective != fact.objective {
                continue;
            }
            quest.count = (quest.count + 1).min(quest.required);
            if quest.count >= quest.required {
                quest.stage = QuestStage::Complete;
            }
        }
    }
}

Register the message, accept on startup, then apply facts. One system writes QuestProgress. A completed stage is the reward payload other skills read.

#[derive(Clone, Copy, PartialEq, Eq)]
enum QuestStage {
    Active,
    Complete,
}

#[derive(Component)]
struct QuestProgress {
    stage: QuestStage,
    objective: u32,
    count: u32,
    required: u32,
}

#[derive(Message)]
struct ObjectiveFact {
    objective: u32,
}

#[derive(Resource, Default)]
struct QuestCatalog;

fn accept(mut commands: Commands) {
    commands.spawn(QuestProgress {
        stage: QuestStage::Active,
        objective: 1,
        count: 0,
        required: 3,
    });
}

fn apply_facts(mut facts: MessageReader<ObjectiveFact>, mut quests: Query<&mut QuestProgress>) {
    for fact in facts.read() {
        for mut quest in &mut quests {
            if quest.stage != QuestStage::Active || quest.objective != fact.objective {
                continue;
            }
            quest.count = (quest.count + 1).min(quest.required);
            if quest.count >= quest.required {
                quest.stage = QuestStage::Complete;
            }
        }
    }
}

pub struct QuestPlugin;

impl Plugin for QuestPlugin {
    fn build(&self, app: &mut App) {
        app.init_resource::<QuestCatalog>()
            .add_message::<ObjectiveFact>()
            .add_systems(Startup, accept)
            .add_systems(Update, apply_facts);
    }
}

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 the world |

| 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 |

| Quest definitions | QuestCatalog | Copying progress counts back into the catalog |

| Stage change | The one Update system that reads MessageReader<ObjectiveFact> | A dialogue system writing QuestProgress |

| 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 | Check the official documentation | 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.
  • Do not keep a second writer of QuestProgress. WHY: two mutable queries of the same component race unless .chain() orders them.
  • Do not import another engine's node or signal types. WHY: quest stage is a component and a message, not a foreign object.
  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: this skill only names documented Bevy crates and modules.

Reference

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

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-quest-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.