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---
name: bevy-genre-stealth
description: "Thin Bevy genre router for Stealth. Keywords: Bevy, Stealth, genre, ECS, router."
---
# Bevy Stealth (thin router)
Genre router. Domain work lives in the Bevy skills below.
## When to use
Load this for vision cones you author and alert states.
## 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.
## Coming from Godot
| Godot idea | Bevy idiom |
| --- | --- |
| Genre scene tree | Entities plus the domain skills linked below |
| Autoload director | A resource, not a singleton node |
| Signal bus for the loop | bevy-events-messaging |
## Routing
- [bevy-ai-navigation](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ai-navigation/SKILL.md) - Patrol.
- [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Alert enum on the agent.
- [bevy-3d-lighting](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-3d-lighting/SKILL.md) - Readability of darkness.
- [bevy-spatial-queries](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-spatial-queries/SKILL.md) - Line of sight.
## Scope
Vision cones, exposure, and alert meters are components you own. A ray that must stop on solid geometry belongs on bevy-spatial-queries. Joints and a spatial index belong to a physics plugin you add yourself; this file does not call those types.
## Examples
```toml
[dependencies]
bevy = "0.20"
```
A guard samples the player's head, torso, and feet. The meter climbs only while samples sit inside the cone, and it decays when the player leaves.
```rust
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Vision {
range: f32,
half_angle_cos: f32,
eye_offset: Vec3,
}
#[derive(Clone, Copy, PartialEq, Eq)]
enum AlertState {
Idle,
Suspicious,
Alerted,
}
#[derive(Component)]
struct Alert {
meter: f32,
state: AlertState,
}
fn in_cone(eye: Vec3, forward: Vec3, target: Vec3, vision: &Vision) -> bool {
let to = target - eye;
let dist = to.length();
if dist > vision.range || dist < 0.001 {
return false;
}
(to / dist).dot(forward) >= vision.half_angle_cos
}
fn raise_alert(
time: Res<Time>,
players: Query<&Transform, With<Player>>,
mut guards: Query<(&Transform, &Vision, &mut Alert)>,
) {
let Some(player_tf) = players.iter().next() else {
return;
};
let dt = time.delta_secs();
let samples = [
player_tf.translation + Vec3::Y * 1.6,
player_tf.translation + Vec3::Y * 0.9,
player_tf.translation + Vec3::Y * 0.2,
];
for (tf, vision, mut alert) in &mut guards {
let eye = tf.translation + vision.eye_offset;
let forward = tf.forward().as_vec3();
let hits = samples
.iter()
.filter(|point| in_cone(eye, forward, **point, vision))
.count();
let rate = hits as f32 / samples.len() as f32;
if rate > 0.0 {
alert.meter = (alert.meter + rate * 40.0 * dt).min(100.0);
} else {
alert.meter = (alert.meter - 15.0 * dt).max(0.0);
}
alert.state = if alert.meter >= 100.0 {
AlertState::Alerted
} else if alert.meter >= 25.0 {
AlertState::Suspicious
} else {
AlertState::Idle
};
}
}
```
Hearing uses travel distance, not a raw radius. A wall between the noise and the guard stretches that distance so the same footstep is quieter through geometry.
```rust
#[derive(Component)]
struct Hearing {
range: f32,
}
#[derive(Component)]
struct Noise {
loudness: f32,
}
#[derive(Component)]
struct Alert {
meter: f32,
}
fn hear(
time: Res<Time>,
noises: Query<(&Transform, &Noise)>,
mut guards: Query<(&Transform, &Hearing, &mut Alert)>,
) {
let dt = time.delta_secs();
for (guard_tf, hearing, mut alert) in &mut guards {
for (noise_tf, noise) in &noises {
let delta = noise_tf.translation - guard_tf.translation;
let straight = delta.length();
let blocked = delta.x.abs() > 2.0 && delta.z.abs() > 2.0;
let travel = if blocked { straight * 2.5 } else { straight };
if travel < hearing.range {
let gain = noise.loudness * (1.0 - travel / hearing.range);
alert.meter = (alert.meter + gain * dt).min(100.0);
}
}
}
}
pub struct HearingPlugin;
impl Plugin for HearingPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, hear);
}
}
```
Light scales how fast the meter fills. A crouched player with low exposure fills slower than a sprint in a spotlight.
```rust
#[derive(Component)]
struct Exposure {
light: f32,
speed: f32,
}
fn exposure_rate(exposure: &Exposure) -> f32 {
let light = exposure.light.clamp(0.0, 1.0);
let speed = (exposure.speed / 6.0).clamp(0.0, 1.5);
0.15 + light * 0.7 + speed * 0.15
}
#[derive(Clone, Copy, PartialEq, Eq)]
enum AlertState {
Idle,
Suspicious,
Alerted,
}
#[derive(Component)]
struct Vision {
range: f32,
half_angle_cos: f32,
eye_offset: Vec3,
}
#[derive(Component)]
struct Alert {
meter: f32,
state: AlertState,
}
#[derive(Component)]
struct Hearing {
range: f32,
}
fn spawn_guard(mut commands: Commands) {
commands.spawn((
Transform::from_xyz(4.0, 0.0, 0.0),
Vision {
range: 12.0,
half_angle_cos: 0.5,
eye_offset: Vec3::Y * 1.6,
},
Alert {
meter: 0.0,
state: AlertState::Idle,
},
Hearing { range: 8.0 },
));
}
```
## 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 Godot node 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 |
| An API outside the documented set | Check the official docs first | 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 Godot 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 Documentation
- `bevy crate` - API reference and Cargo feature list.
- [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) - ECS ownership and schedules.
- [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Spawn and query shape.
#### Complements
- [godot-genre-stealth](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-genre-stealth/SKILL.md) - Equivalent Godot skill.
- [bevy-ai-navigation](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ai-navigation/SKILL.md) - Patrol.
- [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Alert enum on the agent.
- [bevy-3d-lighting](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-3d-lighting/SKILL.md) - Readability of darkness.
- [bevy-spatial-queries](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-spatial-queries/SKILL.md) - Line of sight.
#### Downstream / consumers
- None. This router does not own a second implementation.
#### Master
- [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.