Bevy ECS economy: Wallet components, a PriceTable resource, Purchase and Transfer messages, vendor stock. Use when a debit must see the price row and two wallets must not be written by unordered systems. Keywords: Bevy, economy, wallet, price, Purchase, get_many_mut.
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---
name: bevy-economy-system
description: "Bevy ECS economy: Wallet components, a PriceTable resource, Purchase and Transfer messages, vendor stock. Use when a debit must see the price row and two wallets must not be written by unordered systems. Keywords: Bevy, economy, wallet, price, Purchase, get_many_mut."
---
# Bevy economy system
## When to use
Load this when wallets, prices, or vendors change numbers. Item identity stays on bevy-inventory-system.
## ECS shape
- **Components:** wallet amounts you define.
- **Resources:** price rows live in one resource (bevy-data-resources).
- **Systems:** mutate wallets on `Update`. Use `.chain()` when stock must drop before the wallet debit.
- **Messages:** a purchase or transfer is a message. This file names `Purchase` and `Transfer`.
## Idioms
| Need | Bevy shape |
| --- | --- |
| Wallet | A component of currency amounts you define. |
| Price row | A resource table. |
| Transaction | A message. One system writes both wallets with `get_many_mut`. |
## Scope
- Coins live on a wallet component. Prices live in one resource. A purchase message is the only writer of the buyer wallet.
- Persistence of the wallet belongs on bevy-save-load.
## Examples
```toml
[package]
name = "economy"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
```
Price lookup and the wallet write share one chain so the debit sees the row that was chosen.
```rust
#[derive(Component)]
struct Wallet {
coins: u32,
}
#[derive(Clone, Copy)]
struct PriceRow {
item: u32,
cost: u32,
}
#[derive(Resource)]
struct PriceTable {
rows: Vec<PriceRow>,
}
#[derive(Message)]
struct Purchase {
buyer: Entity,
item: u32,
}
fn buy(
mut purchases: MessageReader<Purchase>,
table: Res<PriceTable>,
mut wallets: Query<&mut Wallet>,
) {
for purchase in purchases.read() {
let Some(row) = table.rows.iter().find(|row| row.item == purchase.item) else {
continue;
};
let Ok(mut wallet) = wallets.get_mut(purchase.buyer) else {
continue;
};
if wallet.coins < row.cost {
continue;
}
wallet.coins -= row.cost;
}
}
pub struct EconomyPlugin;
impl Plugin for EconomyPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(PriceTable {
rows: vec![
PriceRow { item: 1, cost: 12 },
PriceRow { item: 2, cost: 40 },
],
})
.add_message::<Purchase>()
.add_systems(Update, buy);
}
}
```
Moving coins between two wallets uses one mutable query so the two writes cannot race.
```rust
#[derive(Component)]
struct Wallet {
coins: u32,
}
#[derive(Message)]
struct Transfer {
from: Entity,
to: Entity,
amount: u32,
}
fn transfer(mut moves: MessageReader<Transfer>, mut wallets: Query<&mut Wallet>) {
for mv in moves.read() {
if mv.amount == 0 || mv.from == mv.to {
continue;
}
let Ok([mut from, mut to]) = wallets.get_many_mut([mv.from, mv.to]) else {
continue;
};
if from.coins < mv.amount {
continue;
}
from.coins -= mv.amount;
to.coins += mv.amount;
}
}
```
A vendor lists stock. The purchase message names the item id; this system only refuses an empty shelf.
```rust
#[derive(Component)]
struct Vendor {
item: u32,
stock: u32,
}
#[derive(Message)]
struct Purchase {
buyer: Entity,
item: u32,
}
fn take_stock(mut purchases: MessageReader<Purchase>, mut vendors: Query<&mut Vendor>) {
for purchase in purchases.read() {
for mut vendor in &mut vendors {
if vendor.item != purchase.item || vendor.stock == 0 {
continue;
}
vendor.stock -= 1;
break;
}
}
}
```
Chain `take_stock` before `buy` when a sale must decrement the shelf and the wallet together.
## 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](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](https://bevy.org/assets/) - Official asset catalog. No third-party crate was selected.
- [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch.
- [ECS](https://bevy.org/learn/quick-start/getting-started/ecs/) - `Component`, systems, `Query`, `Startup`, `Update`, and `.chain()`.
- [Plugins](https://bevy.org/learn/quick-start/getting-started/plugins/) - `Plugin`, `DefaultPlugins`, `MinimalPlugins`, and `add_plugins`.
### Related Skills
#### Prerequisites
- [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Hub and schedules.
- [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Components and systems.
- [bevy-inventory-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-inventory-system/SKILL.md) - Item stacks.
- [bevy-save-load](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-save-load/SKILL.md) - Persist the wallet.
- [bevy-data-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-data-resources/SKILL.md) - Tables and definitions.
- [bevy-events-messaging](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-events-messaging/SKILL.md) - One-shot facts.
#### Complements
- [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Mode flags.
#### Downstream / consumers
- None yet.
#### Master
- [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.