Task Infrastructure — Task Enum, Queue, Events, Executor

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2026-03-22 00:35:22 +00:00
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//! Task executor system — the dispatcher that drives entity behaviour.
//!
//! Runs in FixedUpdate. For each entity with TaskQueue:
//! 1. If no active task, pop front of queue → set TaskState::Active
//! 2. Match on active Task variant, execute corresponding logic
//! 3. On completion/failure, update TaskState, fire event, pop task
//! 4. If queue empty after pop, assign default Task::Idle
//!
//! Uses Changed<TaskQueue> + Changed<TaskState> to minimize queries.
use crate::constants::ITILE_SIZE;
use crate::entities::shared_components::Ambulatory;
use crate::entities::tasks::components::{Task, TaskQueue, TaskState};
use crate::entities::tasks::events::{TaskClaimed, TaskCompleted, TaskFailed};
use crate::entities::tasks::idle::execute_idle;
use crate::world::tiles::tilemap::TileMap;
use bevy::prelude::*;
use bevy_rand::prelude::*;
/// Main task executor. Runs in FixedUpdate.
pub fn task_executor_system(
mut commands: Commands,
tilemap: Res<TileMap>,
mut rng_q: Query<&mut WyRand, With<GlobalRng>>,
mut query: Query<(
Entity,
&mut TaskQueue,
&mut TaskState,
&mut Ambulatory,
&Transform,
)>,
mut claimed_writer: MessageWriter<TaskClaimed>,
mut completed_writer: MessageWriter<TaskCompleted>,
mut failed_writer: MessageWriter<TaskFailed>,
) {
let Ok(mut rng) = rng_q.single_mut() else {
return;
};
for (entity, mut queue, mut state, mut ambulatory, transform) in query.iter_mut() {
// If queue empty, assign default Idle task
if queue.is_empty() {
let origin = (transform.translation / ITILE_SIZE as f32).as_ivec3();
queue.push(Task::Idle {
target: origin,
wander_radius: 10,
origin,
});
}
// Promote Pending → Active if needed
if *state == TaskState::Pending && !queue.is_empty() {
*state = TaskState::Active;
if let Some(task) = queue.current() {
claimed_writer.write(TaskClaimed {
entity,
task: task.clone(),
});
}
}
// Execute current task if Active
if *state == TaskState::Active {
if let Some(current_task) = queue.current_mut() {
match current_task {
Task::Idle { .. } => {
execute_idle(
entity,
current_task,
transform,
&mut ambulatory,
&tilemap,
&mut rng,
);
// Idle never completes - it cycles forever
}
Task::GoTo {
target,
threshold_tiles,
} => {
let entity_pos = (transform.translation / ITILE_SIZE as f32).as_ivec3();
// Chebyshev distance (max of absolute differences)
let distance = (entity_pos.x - target.x)
.abs()
.max((entity_pos.y - target.y).abs());
if distance <= *threshold_tiles || !tilemap.is_standable(*target) {
*state = TaskState::Completed;
} else {
// Set target - pathfinding handles the rest
ambulatory.target = Some(Vec3::new(
target.x as f32,
target.y as f32,
transform.translation.z,
));
ambulatory.current_path = None;
}
}
// Stage 3 placeholders - log and fail for now
Task::ChopTree { .. } | Task::HaulObject { .. } | Task::DropHauled { .. } => {
debug!(
"Task {} unimplemented for entity {:?}",
current_task.name(),
entity
);
*state = TaskState::Failed;
}
}
}
}
// Handle task completion/failure
if *state == TaskState::Completed || *state == TaskState::Failed {
if let Some(completed_task) = queue.pop() {
if *state == TaskState::Completed {
completed_writer.write(TaskCompleted {
entity,
task: completed_task.clone(),
});
} else {
failed_writer.write(TaskFailed {
entity,
task: completed_task.clone(),
reason: "unimplemented",
});
}
// If terminal task completed, ensure Idle is queued
if completed_task.is_terminal() && queue.is_empty() {
let origin = (transform.translation / ITILE_SIZE as f32).as_ivec3();
queue.push(Task::Idle {
target: origin,
wander_radius: 10,
origin,
});
}
}
*state = TaskState::Pending;
}
}
}