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-64-curses/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;
use visibility_system::VisibilitySystem;
mod map_indexing_system;
use map_indexing_system::MapIndexingSystem;
mod melee_combat_system;
use melee_combat_system::MeleeCombatSystem;
mod damage_system;
mod gui;
mod gamelog;
mod spawner;
mod inventory_system;
use inventory_system::{ ItemCollectionSystem, ItemUseSystem, ItemDropSystem, ItemRemoveSystem };
pub mod saveload_system;
pub mod random_table;
pub mod particle_system;
pub mod hunger_system;
pub mod rex_assets;
pub mod trigger_system;
pub mod map_builders;
pub mod camera;
pub mod raws;
mod gamesystem;
pub use gamesystem::*;
mod lighting_system;
mod ai;
mod movement_system;
pub mod effects;
#[macro_use]
extern crate lazy_static;
pub mod spatial;

const SHOW_MAPGEN_VISUALIZER : bool = false;

#[derive(PartialEq, Copy, Clone)]
pub enum VendorMode { Buy, Sell }

#[derive(PartialEq, Copy, Clone)]
pub enum RunState {
    AwaitingInput,
    PreRun,
    Ticking,
    ShowInventory,
    ShowDropItem,
    ShowTargeting { range : i32, item : Entity},
    MainMenu { menu_selection : gui::MainMenuSelection },
    SaveGame,
    NextLevel,
    PreviousLevel,
    TownPortal,
    ShowRemoveItem,
    GameOver,
    MagicMapReveal { row : i32 },
    MapGeneration,
    ShowCheatMenu,
    ShowVendor { vendor: Entity, mode : VendorMode },
    TeleportingToOtherLevel { x: i32, y: i32, depth: i32 },
    ShowRemoveCurse,
    ShowIdentify
}

    
    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 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();
    }