You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: main.rs
    path of file: ./repos/rustrogueliketutorial/chapter-68-mushrooms/src
    
    the code of the file until where you have to start completion: extern crate serde;
use rltk::{GameState, Rltk, Point};
use specs::prelude::*;
use specs::saveload::{SimpleMarker, SimpleMarkerAllocator};

mod components;
pub use components::*;
mod map;
pub use map::*;
mod player;
use player::*;
mod rect;
pub use rect::Rect;
mod visibility_system;
us
    
    fn run_systems(&mut self) {
        let mut mapindex = MapIndexingSystem{};
        mapindex.run_now(&self.ecs);
        let mut vis = VisibilitySystem{};
        vis.run_now(&self.ecs);
        let mut encumbrance = ai::EncumbranceSystem{};
        encumbrance.run_now(&self.ecs);
        let mut initiative = ai::InitiativeSystem{};
        initiative.run_now(&self.ecs);
        let mut turnstatus = ai::TurnStatusSystem{};
        turnstatus.run_now(&self.ecs);
        let mut quipper = ai::QuipSystem{};
        quipper.run_now(&self.ecs);
        let mut adjacent = ai::AdjacentAI{};
        adjacent.run_now(&self.ecs);
        let mut visible = ai::VisibleAI{};
        visible.run_now(&self.ecs);
        let mut approach = ai::ApproachAI{};
        approach.run_now(&self.ecs);
        let mut flee = ai::FleeAI{};
        flee.run_now(&self.ecs);
        let mut chase = ai::ChaseAI{};
        chase.run_now(&self.ecs);
        let mut defaultmove = ai::DefaultMoveAI{};
        defaultmove.run_now(&self.ecs);
        let mut moving = movement_system::MovementSystem{};
        moving.run_now(&self.ecs);
        let mut triggers = trigger_system::TriggerSystem{};
        triggers.run_now(&self.ecs);
        let mut melee = MeleeCombatSystem{};
        melee.run_now(&self.ecs);
        let mut pickup = ItemCollectionSystem{};
        pickup.run_now(&self.ecs);
        let mut itemequip = inventory_system::ItemEquipOnUse{};
        itemequip.run_now(&self.ecs);
        let mut itemuse = ItemUseSystem{};
        itemuse.run_now(&self.ecs);
        let mut spelluse = SpellUseSystem{};
        spelluse.run_now(&self.ecs);
        let mut item_id = inventory_system::ItemIdentificationSystem{};
        item_id.run_now(&self.ecs);
        let mut drop_items = ItemDropSystem{};
        drop_items.run_now(&self.ecs);
        let mut item_remove = ItemRemoveSystem{};
        item_remove.run_now(&self.ecs);
        let mut hunger = hunger_system::HungerSystem{};
        hunger.run_now(&self.ecs);
        effects::run_effects_queue(&mut self.ecs);
        let mut particles = particle_system::ParticleSpawnSystem{};
        particles.run_now(&self.ecs);
        let mut lighting = lighting_system::LightingSystem{};
        lighting.run_now(&self.ecs);

        self.ecs.maintain();
    }