From a39e8bb5b3c98cff659be4fa8e9ecc6224113d98 Mon Sep 17 00:00:00 2001 From: mrchantey Date: Tue, 4 Jun 2024 23:00:48 +0000 Subject: [PATCH] deploy: 3f4684c2069a04480ee74d759e9d8587e8499e99 --- index.html | 15 ++++++++------- misc/roadmap.html | 2 +- print.html | 17 +++++++++-------- searchindex.js | 2 +- searchindex.json | 2 +- 5 files changed, 20 insertions(+), 18 deletions(-) diff --git a/index.html b/index.html index e0c69443..adbbfd42 100644 --- a/index.html +++ b/index.html @@ -186,16 +186,17 @@

Features

🌈 Multi-Paradigm

-

Create behaviors from a growing list of paradigms including classical and machine learning techniques. Check out the roadmap for implementation status.

-

🐦 Bevy Friendly

-

Beet is regular components, systems and plugins all the way down. Behaviors can be visualized, serialized etc in the same way as bevy scenes.

+

Interoperate between Behavior Trees, Utility AI, Reinforcement Learning, and other behavior paradigms, check out the roadmap for implementation status.

🌳 Modular

Actions are very simple and entity trees are self-contained, enabling behavior composition.

🎯 Target Anything

-

Beet is suitable for powerful gaming rigs and tiny microcontrollers alike.

- +

Runs on servers, web, mobile and even tiny microcontrollers like the ESP32.

+

🌐 Zero-config replication

+

Rendering, sensor input & decision-making can be distributed across devices through simple world replication.

+

🐦 Bevy Friendly

+

Beet is regular components, systems and plugins all the way down. Behaviors can be visualized, serialized etc in the same way as bevy scenes.

+

🕯️ Machine Learning

+

100% Rust RL environments with Huggingface Candle integration, including rust ports of OpenAI Gym environments like Frozen Lake.

Drawbacks

Relations

Agents and behaviors are seperate entities requiring their own queries. This may be addressed by the introduction of Entity Relations.

diff --git a/misc/roadmap.html b/misc/roadmap.html index 848b7648..91e3bf0b 100644 --- a/misc/roadmap.html +++ b/misc/roadmap.html @@ -183,7 +183,7 @@

Paradigm Stat Robotics - esp32 Example✅ Pathfinding/search (a* etc)🚧 State Trees (transitions)🚧 -Reinforcement Learning🚧 +Reinforcement Learning (qtable selectors)🚧 GOAP (runtime tree generators)🤷 diff --git a/print.html b/print.html index 2548c446..830a01e6 100644 --- a/print.html +++ b/print.html @@ -184,16 +184,17 @@

Features

🌈 Multi-Paradigm

-

Create behaviors from a growing list of paradigms including classical and machine learning techniques. Check out the roadmap for implementation status.

-

🐦 Bevy Friendly

-

Beet is regular components, systems and plugins all the way down. Behaviors can be visualized, serialized etc in the same way as bevy scenes.

+

Interoperate between Behavior Trees, Utility AI, Reinforcement Learning, and other behavior paradigms, check out the roadmap for implementation status.

🌳 Modular

Actions are very simple and entity trees are self-contained, enabling behavior composition.

🎯 Target Anything

-

Beet is suitable for powerful gaming rigs and tiny microcontrollers alike.

- +

Runs on servers, web, mobile and even tiny microcontrollers like the ESP32.

+

🌐 Zero-config replication

+

Rendering, sensor input & decision-making can be distributed across devices through simple world replication.

+

🐦 Bevy Friendly

+

Beet is regular components, systems and plugins all the way down. Behaviors can be visualized, serialized etc in the same way as bevy scenes.

+

🕯️ Machine Learning

+

100% Rust RL environments with Huggingface Candle integration, including rust ports of OpenAI Gym environments like Frozen Lake.

Drawbacks

Relations

Agents and behaviors are seperate entities requiring their own queries. This may be addressed by the introduction of Entity Relations.

@@ -1093,7 +1094,7 @@

Paradigm Stat Robotics - esp32 Example✅ Pathfinding/search (a* etc)🚧 State Trees (transitions)🚧 -Reinforcement Learning🚧 +Reinforcement Learning (qtable selectors)🚧 GOAP (runtime tree generators)🤷 diff --git a/searchindex.js b/searchindex.js index 1778ee69..90796806 100644 --- a/searchindex.js +++ b/searchindex.js @@ -1 +1 @@ -Object.assign(window.search, {"doc_urls":["index.html#beet","index.html#quick-links","index.html#features","index.html#drawbacks","intro/concepts.html#concepts","intro/concepts.html#everything-is-an-action","intro/concepts.html#common-components","intro/concepts.html#terminology","intro/concepts.html#action-category","intro/actions.html#actions","intro/robotics.html#robotics","intro/robotics.html#but-why-use-a-game-engine","examples/index.html#examples","examples/index.html#hello-world","examples/index.html#seek","examples/index.html#flocking","examples/index.html#animation","examples/index.html#hello-ml","examples/index.html#fetch","examples/hello_world.html#hello-world","examples/animation.html#animation","examples/hello_ml.html#hello-ml","examples/seek.html#seek","examples/seek_3d.html#seek-3d","examples/flock.html#flock","examples/fetch.html#fetch","examples/web-components.html#web-components","misc/roadmap.html#roadmap","misc/roadmap.html#paradigm-status","misc/resources.html#resources","misc/resources.html#ml","misc/resources.html#architecture","misc/resources.html#ai-libraries","misc/resources.html#entity-relationships","misc/resources.html#robotics","misc/contributing.html#contributing","misc/contributing.html#server-table"],"index":{"documentStore":{"docInfo":{"0":{"body":28,"breadcrumbs":2,"title":1},"1":{"body":3,"breadcrumbs":3,"title":2},"10":{"body":8,"breadcrumbs":3,"title":1},"11":{"body":26,"breadcrumbs":5,"title":3},"12":{"body":4,"breadcrumbs":2,"title":1},"13":{"body":3,"breadcrumbs":3,"title":2},"14":{"body":2,"breadcrumbs":2,"title":1},"15":{"body":2,"breadcrumbs":2,"title":1},"16":{"body":2,"breadcrumbs":2,"title":1},"17":{"body":3,"breadcrumbs":3,"title":2},"18":{"body":2,"breadcrumbs":2,"title":1},"19":{"body":121,"breadcrumbs":5,"title":2},"2":{"body":55,"breadcrumbs":2,"title":1},"20":{"body":105,"breadcrumbs":3,"title":1},"21":{"body":108,"breadcrumbs":5,"title":2},"22":{"body":53,"breadcrumbs":3,"title":1},"23":{"body":121,"breadcrumbs":5,"title":2},"24":{"body":115,"breadcrumbs":3,"title":1},"25":{"body":362,"breadcrumbs":3,"title":1},"26":{"body":16,"breadcrumbs":5,"title":2},"27":{"body":0,"breadcrumbs":2,"title":1},"28":{"body":45,"breadcrumbs":3,"title":2},"29":{"body":6,"breadcrumbs":2,"title":1},"3":{"body":49,"breadcrumbs":2,"title":1},"30":{"body":23,"breadcrumbs":2,"title":1},"31":{"body":62,"breadcrumbs":2,"title":1},"32":{"body":24,"breadcrumbs":3,"title":2},"33":{"body":12,"breadcrumbs":3,"title":2},"34":{"body":7,"breadcrumbs":2,"title":1},"35":{"body":14,"breadcrumbs":2,"title":1},"36":{"body":33,"breadcrumbs":3,"title":2},"4":{"body":0,"breadcrumbs":3,"title":1},"5":{"body":28,"breadcrumbs":4,"title":2},"6":{"body":27,"breadcrumbs":4,"title":2},"7":{"body":34,"breadcrumbs":3,"title":1},"8":{"body":53,"breadcrumbs":4,"title":2},"9":{"body":248,"breadcrumbs":3,"title":1}},"docs":{"0":{"body":"Beet is a very flexible behavior library for games and robotics. It is built with bevy and represents behaviors as entities, connecting them through the parent-child relationship. This library is experimental and I'd love to hear any questions or feedback, my handle is @mrchantey on the Bevy Discord.","breadcrumbs":"Beet » Beet","id":"0","title":"Beet"},"1":{"body":"Concepts Actions Examples","breadcrumbs":"Beet » Quick Links","id":"1","title":"Quick Links"},"10":{"body":"Bevy is a remarkably versatile engine, it can run on tiny microcontrollers like the ESP32.","breadcrumbs":"Beet » Robotics » Robotics","id":"10","title":"Robotics"},"11":{"body":"Simulation: We get a deeply integrated simulation environment out of the box Ecosystem: Share and reuse editors, netcode, animations, behaviors etc ECS beyond games: ECS is very well suited to performance critical robotics applications","breadcrumbs":"Beet » Robotics » But why use a game engine?","id":"11","title":"But why use a game engine?"},"12":{"body":"The following are some examples for using beet.","breadcrumbs":"Examples » Examples","id":"12","title":"Examples"},"13":{"body":"Hello World Screenshot","breadcrumbs":"Examples » Hello World","id":"13","title":"Hello World"},"14":{"body":"Seek Screenshot","breadcrumbs":"Examples » Seek","id":"14","title":"Seek"},"15":{"body":"Flocking Screenshot","breadcrumbs":"Examples » Flocking","id":"15","title":"Flocking"},"16":{"body":"Animation Screenshot","breadcrumbs":"Examples » Animation","id":"16","title":"Animation"},"17":{"body":"Hello ML Screenshot","breadcrumbs":"Examples » Hello ML","id":"17","title":"Hello ML"},"18":{"body":"Fetch Screenshot","breadcrumbs":"Examples » Fetch","id":"18","title":"Fetch"},"19":{"body":"Open the console to see the output //! In this example we will create an action\n//! and then combine it with some built-in actions to run a behavior.\nuse beet::prelude::*;\nuse bevy::log::LogPlugin;\nuse bevy::prelude::*; // Actions are simply a component-system pair\n#[derive(Component)]\nstruct LogOnRun(pub String); fn log_on_run(query: Query<&LogOnRun, Added>) { for action in query.iter() { log::info!(\"{}\", action.0); }\n} fn main() { let mut app = App::new(); app // The `LifecyclePlugin` cleans up run state .add_plugins((LogPlugin::default(), LifecyclePlugin::default())) // action systems are usually added to the `TickSet` .add_systems(Update, log_on_run.in_set(TickSet)); // Behavior graphs are regular entity hierarchies app.world_mut() .spawn((SequenceSelector::default(), Running)) .with_children(|parent| { parent.spawn(( LogOnRun(\"Hello\".into()), InsertOnRun(RunResult::Success), )); parent.spawn(( LogOnRun(\"World\".into()), InsertOnRun(RunResult::Success), )); }); log::info!(\"1 - Selector chooses first child\"); app.update(); log::info!(\"2 - First child runs\"); app.update(); log::info!(\"3 - Selector chooses second child\"); app.update(); log::info!(\"4 - Second child runs\"); app.update(); log::info!(\"5 - Selector succeeds, all done\"); app.update();\n} /*\n1 - Selector chooses first child\n2 - First child runs\nHello\n3 - Selector chooses second child\n4 - Second child runs\nWorld\n5 - Selector succeeds, all done\n*/","breadcrumbs":"Examples » Hello World » Hello World","id":"19","title":"Hello World"},"2":{"body":"🌈 Multi-Paradigm Create behaviors from a growing list of paradigms including classical and machine learning techniques. Check out the roadmap for implementation status. 🐦 Bevy Friendly Beet is regular components, systems and plugins all the way down. Behaviors can be visualized, serialized etc in the same way as bevy scenes. 🌳 Modular Actions are very simple and entity trees are self-contained, enabling behavior composition. 🎯 Target Anything Beet is suitable for powerful gaming rigs and tiny microcontrollers alike.","breadcrumbs":"Beet » Features","id":"2","title":"Features"},"20":{"body":"use beet::prelude::*;\nuse bevy::animation::RepeatAnimation;\nuse bevy::prelude::*;\nuse beet_examples::*;\nuse std::time::Duration; pub fn main() { App::new() .add_plugins(ExamplePlugin3d) .add_plugins(DefaultBeetPlugins) .add_plugins(BeetDebugPlugin::default()) .add_systems(Startup, (setup_camera, setup_fox)) .run();\n} fn setup_camera(mut commands: Commands) { commands.spawn(Camera3dBundle { transform: Transform::from_xyz(10.0, 10.0, 15.0) .looking_at(Vec3::new(0.0, 2.0, 0.0), Vec3::Y), ..default() });\n} fn setup_fox( mut commands: Commands, asset_server: Res, mut graphs: ResMut>,\n) { let mut graph = AnimationGraph::new(); let anim1_clip = asset_server.load(\"Fox.glb#Animation0\"); let anim1_index = graph.add_clip(anim1_clip.clone(), 1.0, graph.root); let anim2_clip = asset_server.load(\"Fox.glb#Animation1\"); let anim2_index = graph.add_clip(anim2_clip.clone(), 1.0, graph.root); let transition_duration = Duration::from_secs_f32(0.5); commands .spawn(( SceneBundle { scene: asset_server.load(\"Fox.glb#Scene0\"), transform: Transform::from_scale(Vec3::splat(0.1)), ..default() }, graphs.add(graph), AnimationTransitions::new(), )) .with_children(|parent| { let agent = parent.parent_entity(); parent .spawn(( Name::new(\"Animation Behavior\"), Running, SequenceSelector, Repeat, )) .with_children(|parent| { parent.spawn(( Name::new(\"Idle\"), TargetAgent(agent), PlayAnimation::new(anim1_index) .repeat(RepeatAnimation::Count(1)) .with_transition_duration(transition_duration), InsertOnAnimationEnd::new( anim1_clip, anim1_index, RunResult::Success, ) .with_transition_duration(transition_duration), )); parent.spawn(( Name::new(\"Walking\"), TargetAgent(agent), PlayAnimation::new(anim2_index) .repeat(RepeatAnimation::Count(4)) .with_transition_duration(transition_duration), InsertOnAnimationEnd::new( anim2_clip, anim2_index, RunResult::Success, ) .with_transition_duration(transition_duration), )); }); });\n}","breadcrumbs":"Examples » Animation » Animation","id":"20","title":"Animation"},"21":{"body":"Open the console to see the output, it may take up to a minute to load. //! # Hello ML\n//! A popular 'hello world' for machine learning in games is sentence similarity,\n//! where models rank the similarity of sentences.\n//! This example uses a locally run LLM to select the child behavior with the most similar sentence.\nuse beet::prelude::*;\nuse beet_examples::*;\nuse bevy::prelude::*; fn main() { App::new() .add_plugins(( ExamplePlugin3d, DefaultBeetPlugins, BeetDebugPlugin::default(), MlPlugin::default(), ActionPlugin::>::default(), )) .add_systems(Startup, setup) .run();\n} fn setup(mut commands: Commands, asset_server: Res) { let bert_handle = asset_server.load(\"default-bert.ron\"); commands .spawn((Name::new(\"Agent\"), Sentence::new(\"please kill the baddies\"))) .with_children(|parent| { let agent = parent.parent_entity(); parent .spawn((Running, SequenceSelector)) .with_children(|parent| { parent.spawn(( Name::new(\"Await Bert Loaded\"), InsertOnAssetEvent::loaded( RunResult::Success, &bert_handle, ), )); parent .spawn(( Name::new(\"Sentence Selector\"), TargetAgent(agent), SentenceScorer::new(bert_handle), ScoreSelector { consume_scores: true, }, )) .with_children(|parent| { parent.spawn(( Name::new(\"Heal Behavior\"), Sentence::new(\"heal\"), )); parent.spawn(( Name::new(\"Attack Behavior\"), Sentence::new(\"attack\"), )); }); }); });\n}\n/*\nSTDOUT: Started: Await Bert Loaded\nStarted: Sentence Selector\nStarted: Attack Behavior */","breadcrumbs":"Examples » Hello ML » Hello ML","id":"21","title":"Hello ML"},"22":{"body":"use beet::prelude::*;\nuse beet_examples::*;\nuse bevy::prelude::*; fn main() { let mut app = App::new(); app /*-*/ .add_plugins(ExamplePlugin2d) .add_plugins(DefaultBeetPlugins::default()) .add_systems(Startup, setup) .run() /*-*/;\n} fn setup(mut commands: Commands, asset_server: Res) { // target let target = commands .spawn((FollowCursor2d, SpriteBundle { transform: Transform::from_translation(Vec3::new(200., 0., 0.)), texture: asset_server.load(\"spaceship_pack/planet_6.png\"), ..default() })) .id(); // agent commands .spawn(( SpriteBundle { texture: asset_server.load(\"spaceship_pack/ship_2.png\"), ..default() }, RotateToVelocity2d, ForceBundle::default(), SteerBundle::default().scaled_to(500.).with_target(target), )) .with_children(|parent| { // behavior parent.spawn(( Name::new(\"Seek\"), Running, TargetAgent(parent.parent_entity()), Seek, )); });\n}","breadcrumbs":"Examples » Seek » Seek","id":"22","title":"Seek"},"23":{"body":"use beet::prelude::*;\nuse beet_examples::*;\nuse bevy::prelude::*;\nuse std::time::Duration; fn main() { let mut app = App::new(); app /*-*/ .add_plugins(ExamplePlugin3d) .add_plugins(DefaultBeetPlugins::default()) .add_plugins(BeetDebugPlugin::default()) .add_systems(Startup, setup) .run();\n} fn setup( mut commands: Commands, asset_server: Res, mut graphs: ResMut>,\n) { // camera commands.spawn((CameraDistance::new(100.), Camera3dBundle { transform: Transform::from_xyz(0., 30., 100.) .looking_at(Vec3::new(0.0, 2.0, 0.0), Vec3::Y), ..default() })); // cheese let target = commands .spawn((FollowCursor3d, SceneBundle { scene: asset_server.load(\"kaykit/cheese.glb#Scene0\"), transform: Transform::from_xyz(20., 0., 40.) .with_scale(Vec3::splat(3.)), ..default() })) .id(); let mut graph = AnimationGraph::new(); let idle_anim_clip = asset_server.load(\"Fox.glb#Animation0\"); let idle_anim_index = graph.add_clip(idle_anim_clip.clone(), 1.0, graph.root); let walk_anim_clip = asset_server.load(\"Fox.glb#Animation1\"); let walk_anim_index = graph.add_clip(walk_anim_clip.clone(), 1.0, graph.root); let transition_duration = Duration::from_secs_f32(0.5); commands .spawn(( SceneBundle { scene: asset_server.load(\"Fox.glb#Scene0\"), transform: Transform::from_scale(Vec3::splat(0.1)), ..default() }, graphs.add(graph), AnimationTransitions::new(), RotateToVelocity3d::default(), ForceBundle::default(), SteerBundle { max_force: MaxForce(0.05), ..default() } .scaled_to(10.) .with_target(target), )) .with_children(|parent| { let agent = parent.parent_entity(); parent .spawn(( Name::new(\"Animation Behavior\"), Running, SequenceSelector, Repeat, )) .with_children(|parent| { parent.spawn(( Name::new(\"Idle\"), TargetAgent(agent), SetAgentOnRun(Velocity::default()), PlayAnimation::new(idle_anim_index) .with_transition_duration(transition_duration), InsertOnAnimationEnd::new( idle_anim_clip, idle_anim_index, RunResult::Success, ) .with_transition_duration(transition_duration), )); parent.spawn(( Name::new(\"Seek\"), TargetAgent(agent), Seek, PlayAnimation::new(walk_anim_index) .repeat_forever() .with_transition_duration(transition_duration), SucceedOnArrive::new(6.), )); }); });\n}","breadcrumbs":"Examples » Seek 3D » Seek 3D","id":"23","title":"Seek 3D"},"24":{"body":"use beet::prelude::*;\nuse beet_examples::ExamplePlugin2d;\nuse bevy::prelude::*; fn main() { let mut app = App::new(); app /*-*/ .add_plugins(ExamplePlugin2d) .add_plugins(DefaultBeetPlugins) .add_systems(Startup, setup) .add_systems(Update, spawn_on_click) .run() /*-*/;\n} fn setup(mut commands: Commands, asset_server: Res) { for _ in 0..100 { spawn_agent( &mut commands, &asset_server, Vec3::ZERO, // Vec3::random_in_sphere() * 500., ); } commands.spawn(TextBundle { text: Text::from_section(\"Click to spawn agents\", TextStyle { font_size: 40.0, ..default() }), style: Style { padding: UiRect::all(Val::Px(16.)), ..default() }, ..default() });\n} fn spawn_on_click( buttons: Res>, camera_query: Query<(&Camera, &GlobalTransform)>, windows: Query<&Window>, mut commands: Commands, asset_server: Res,\n) { if !buttons.pressed(MouseButton::Left) { return; } let (camera, camera_transform) = camera_query.single(); let Some(cursor_position) = windows.single().cursor_position() else { return; }; let Some(point) = camera.viewport_to_world_2d(camera_transform, cursor_position) else { return; }; let pos = point.extend(0.); spawn_agent(&mut commands, &asset_server, pos);\n} fn spawn_agent( commands: &mut Commands, asset_server: &AssetServer, position: Vec3,\n) { commands .spawn(( SpriteBundle { texture: asset_server.load(\"spaceship_pack/ship_2.png\"), transform: Transform::from_translation(position) .with_scale(Vec3::splat(0.5)), ..default() }, RotateToVelocity2d, ForceBundle::default(), SteerBundle::default().scaled_to(100.), VelocityScalar(Vec3::new(1., 1., 0.)), GroupSteerAgent, )) .with_children(|agent| { // behavior agent.spawn(( Running, RootIsTargetAgent, Separate::::new(1.), Align::::new(1.), Cohere::::new(1.), Wander::new(0.1), )); });\n}","breadcrumbs":"Examples » Flock » Flock","id":"24","title":"Flock"},"25":{"body":"//! Fetch is a combined example demonstrating the following behaviors:\n//! - Machine Learning\n//! - Animation\n//! - UI\n//!\n//! Please wait for the status to change to `Idle` before issuing commands.\n//! use beet::prelude::*;\nuse beet_examples::*;\nuse bevy::prelude::*;\nuse std::time::Duration; const ITEM_OFFSET: f32 = 2.; fn main() { let mut app = App::new(); app.add_plugins(( ExamplePlugin3d, DefaultBeetPlugins, // BeetDebugPlugin::default(), DialogPanelPlugin, MlPlugin, ActionPlugin::<( SetTextOnRun>, InsertOnAssetEvent, FindSentenceSteerTarget>, RemoveAgentOnRun, RemoveAgentOnRun, )>::default(), )) .add_systems(Startup, (setup_camera, setup_fox, setup_items)) .add_systems( Update, (set_player_sentence, rotate_items, ready_on_bert_load), ); #[cfg(target_arch = \"wasm32\")] app.add_plugins(PostmessageInputPlugin); app.run();\n} fn setup_camera(mut commands: Commands) { commands.spawn(( // camera always in line with front row of items // and keeps them exactly in view CameraDistance { x: ITEM_OFFSET * 1.6, origin: Vec3::new(0., 0., ITEM_OFFSET), }, Camera3dBundle { transform: Transform::from_xyz(0., 1.6, 5.) .looking_at(Vec3::new(0., 0., 0.), Vec3::Y), ..default() }, ));\n} #[derive(Component)]\npub struct Player; fn setup_fox( mut commands: Commands, asset_server: Res, mut graphs: ResMut>,\n) { let mut graph = AnimationGraph::new(); let idle_anim_clip = asset_server.load(\"Fox.glb#Animation0\"); let idle_anim_index = graph.add_clip(idle_anim_clip.clone(), 1.0, graph.root); let walk_anim_clip = asset_server.load(\"Fox.glb#Animation1\"); let walk_anim_index = graph.add_clip(walk_anim_clip.clone(), 1.0, graph.root); commands .spawn(( Player, SceneBundle { scene: asset_server.load(\"Fox.glb#Scene0\"), transform: Transform::from_xyz(0., 0., 0.) .with_scale(Vec3::splat(0.01)), ..default() }, graphs.add(graph), AnimationTransitions::new(), RotateToVelocity3d::default(), ForceBundle::default(), SteerBundle { max_force: MaxForce(0.05), max_speed: MaxSpeed(2.), ..default() } .scaled_to(1.), // Uncomment this to have an initial target // Sentence::new(\"tasty\"), )) .with_children(|parent| { let agent = parent.parent_entity(); let bert_handle = asset_server.load(\"default-bert.ron\"); parent .spawn(( Name::new(\"Fetch Behavior\"), Running, SequenceSelector, Repeat, )) .with_children(|parent| { parent.spawn(( Name::new(\"Await Bert Load\"), InsertOnAssetEvent::loaded( RunResult::Success, &bert_handle, ), )); parent .spawn(( Name::new(\"Idle Or Fetch\"), CallOnRun::new(beet_finished_loading), TargetAgent(agent), ScoreSelector::default(), // ScoreSelector::consuming(), FindSentenceSteerTarget::>::new( bert_handle, ), )) .with_children(|parent| { parent.spawn(( Name::new(\"Idle\"), Score::neutral(), TargetAgent(agent), SetAgentOnRun(Velocity::default()), PlayAnimation::new(idle_anim_index) .repeat_forever(), RunTimer::default(), InsertInDuration::new( RunResult::Success, Duration::from_secs(1), ), SetTextOnRun::>::new_with_section( \"Idle\", 1 ), )); parent .spawn(( Name::new(\"Fetch\"), Score::default(), TargetAgent(agent), ScoreSteerTarget::new(10.), PlayAnimation::new(walk_anim_index) .repeat_forever(), SequenceSelector, RemoveAgentOnRun::::default(), SetTextOnRun::>::new_with_section( \"Fetching\",1 ), )) .with_children(|parent| { parent.spawn(( Name::new(\"Go To Item\"), TargetAgent(agent), Seek, SucceedOnArrive::new(1.), )); parent.spawn(( Name::new(\"Pick Up Item\"), TargetAgent(agent), // SetAgentOnRun(SteerTarget::Position( // Vec3::ZERO, // )), RemoveAgentOnRun::::default(), InsertOnRun(RunResult::Success), )); // parent.spawn(( // Name::new(\"Return Item To Center\"), // TargetAgent(agent), // Seek, // SucceedOnArrive::new(6.), // )); }); }); }); });\n} #[derive(Component)]\nstruct Item; fn setup_items(mut commands: Commands, asset_server: Res) { let scale = Vec3::splat(0.5); commands .spawn(( Name::new(\"Potion\"), Sentence::new(\"red healing potion\"), Item, SpatialBundle { transform: Transform::from_xyz(ITEM_OFFSET, 0., ITEM_OFFSET), ..default() }, )) .with_children(|parent| { parent.spawn(SceneBundle { scene: asset_server.load(\"kaykit/potion.glb#Scene0\"), transform: Transform::from_xyz(0., 0., 0.).with_scale(scale), ..default() }); }); commands .spawn(( Name::new(\"Coin\"), Sentence::new(\"gold coin\"), Item, SpatialBundle { transform: Transform::from_xyz(ITEM_OFFSET, 0., -ITEM_OFFSET), ..default() }, )) .with_children(|parent| { parent.spawn(SceneBundle { scene: asset_server.load(\"kaykit/coin.glb#Scene0\"), transform: Transform::from_xyz(0., 0.2, 0.).with_scale(scale), ..default() }); }); commands .spawn(( Name::new(\"Sword\"), Sentence::new(\"silver sword\"), Item, SpatialBundle { transform: Transform::from_xyz(-ITEM_OFFSET, 0., ITEM_OFFSET), ..default() }, )) .with_children(|parent| { parent.spawn(SceneBundle { scene: asset_server.load(\"kaykit/sword.glb#Scene0\"), transform: Transform::from_xyz(0., 0.15, 0.).with_scale(scale), ..default() }); }); commands .spawn(( Name::new(\"Cheese\"), Sentence::new(\"tasty cheese\"), Item, SpatialBundle { transform: Transform::from_xyz(-ITEM_OFFSET, 0., -ITEM_OFFSET), ..default() }, )) .with_children(|parent| { parent.spawn(SceneBundle { scene: asset_server.load(\"kaykit/cheese.glb#Scene0\"), transform: Transform::from_xyz(0., 0., 0.).with_scale(scale), ..default() }); });\n} fn rotate_items(time: Res