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.
Installs into .claude/skills of the current project.
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---
name: bevy-quest-system
description: "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."
---
# 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
```toml
[dependencies]
bevy = "0.20"
```
Definitions live in one resource. The party entity stores which quests are active and how far each objective has counted.
```rust
#[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`.
```rust
#[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.
```rust
#[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](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](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-dialogue-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-dialogue-system/SKILL.md) - Lines that grant quests.
- [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.
- [godot-quest-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-quest-system/SKILL.md) - Godot package for quest tracking.
#### Downstream / consumers
- None yet.
#### Master
- [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.