Skip to content
Back to skills

Bevy Genre Stealth

ASecurity

Thin Bevy genre router for Stealth. Keywords: Bevy, Stealth, genre, ECS, router.

  • 866 stars
  • 0 votes
  • 0 copies
  • 0 views
  • Added October 19, 2026
developmentrustgonodegitapidocumentation

Works with

  • cli
  • api

Security analysis

A100/100

Pro scans all 2 files and shows the line behind each finding

Scanned October 19, 2026

npx -y skills add thedivergentai/Game-Design-Agentic-Skills --skill bevy-genre-stealth --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Bevy Genre Stealth?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Bevy Genre Stealth
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/thedivergentai-bevy-genre-stealth/badge)](https://www.skillsdirectory.com/skills/thedivergentai-bevy-genre-stealth)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
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.

Files in this skill

  • SKILL.md10.5 KB
  • references/ecs-ownership.md532 B

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.