Many systems defined with [specs](https://crates.io/crates/specs) are relatively mechanical in terms of what they do, and require some redundant structure. For example, a system that moves entities according to their velocity if they have not experiences a collision might look like this: ```rust // define a type so we can implement the system for that type struct Physics; // provide the System impl impl<'a> specs::System<'a> for Physics { // we need read access to the velocity and collision, and write access to // the entity's position type SystemData = ( specs::ReadStorage<'a, Velocity>, specs::ReadStorage<'a, Collision>, specs::WriteStorage<'a, Position>, ); // we take an instance of systemdata as the argument, which we destruct immediately fn run(&mut self, (velocity, collision, mut position): Self::SystemData) { // but then join on it to find all entities that contain velocity, collision, and position for (vel, col, pos) in (&velocity, &collision, &mut position).join() { // and run something over all of them if !col.has_collision { pos.x += vel.dx; pos.y += vel.dy; } } } } ``` This macro makes defining systems like these easier: the above system can in its entirety be replaced by the macro invocation ```rust system!{ Physics(vel: Velocity, col: Collision, mut pos: Position) { if !col.has_collision { pos.x += vel.dx; pos.y += vel.dy; } } } ``` The body of the "system" is executed in a loop over all the entities that implement the described components, and the presence or absence of `mut` dictates whether we want to use `WriteStorage` or `ReadStorage`. The end result is a unit struct `Physics` that already has an operationally identical `System` implementation. Several systems might also require some final cleanup'code: for example, clearing the component storage for a specific component. For example, the following system uses `damage.clear()` after the loop in order to remove the `SufferDamage` component from every entity that has it: ``` pub struct DamageSystem; impl<'a> System<'a> for DamageSystem { type SystemData = ( WriteStorage<'a, CombatStats>, WriteStorage<'a, SufferDamage>, ); fn run(&mut self, (mut stats, mut damage): Self::SystemData) { for (mut stats, damage) in (&mut stats, &damage).join() { stats.hp -= damage.amount; } damage.clear(); } } ``` The `system!` macro allows for a `finally` block that executes after the loop, in which the same bound names refer to the storage for the component rather than the component itself, which means the above system can be written as: ```rust system! { DamageSystem (mut stats: CombatStats, mut damage: SufferDamage) { // damage has type SufferDamage stats.hp -= damage.amount; } finally { // damage has type WriteStorage damage.clear(); } } ``` This macro also special-cases the `Entity` type, so that you can loop over all entities. # resources To get access to resources, you can use the `resource` or `resource mut` keywords. These will be represented as `ReadExpect` and `WriteExpect` resources in the relevant `SystemData`, and will not be looped over in the loop of the macro. Due to implementation restrictions, a `resource` _cannot_ be the last thing in the argument list, so it's best to keep `resource`s first. ```rust system! { Move(resource keys: KeySet, _con: Controlled, mut vel: Velocity) { vel.dx = 0.0; vel.dy = 0.0; if keys.contains(&winit::VirtualKeyCode::W) { vel.dy -= 2.0; } if keys.contains(&winit::VirtualKeyCode::A) { vel.dx -= 2.0; } if keys.contains(&winit::VirtualKeyCode::S) { vel.dy += 2.0; } if keys.contains(&winit::VirtualKeyCode::D) { vel.dx += 2.0; } } } ``` # the system_impl macro The `system_impl!` macro is similar to `system!` but does not automatically loop a body over the joined components. This will result in less terse but more flexible system definitions that can e.g. loop over multiple sets of components. For example, the above `DamageSystem` system could be equivalently written as ```rust system_impl! { DamageSystem (mut stats: CombatStats, mut damage: SufferDamage) { for (damage, mut stats) in (&damage, &mut stats).join() { stats.hp -= damage.amount; } damage.clear(); } } ``` ## TODO: - [ ] Setup blocks in addition to finally blocks - [ ] Systems