1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
mod command_queue;
mod parallel_scope;

use crate::{
    self as bevy_ecs,
    bundle::Bundle,
    entity::{Entities, Entity},
    system::{RunSystemWithInput, SystemId},
    world::{EntityWorldMut, FromWorld, World},
};
use bevy_ecs_macros::SystemParam;
use bevy_utils::tracing::{error, info};
pub use command_queue::CommandQueue;
pub use parallel_scope::*;
use std::marker::PhantomData;

use super::{Deferred, Resource, SystemBuffer, SystemMeta};

/// A [`World`] mutation.
///
/// Should be used with [`Commands::add`].
///
/// # Usage
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # use bevy_ecs::system::Command;
/// // Our world resource
/// #[derive(Resource, Default)]
/// struct Counter(u64);
///
/// // Our custom command
/// struct AddToCounter(u64);
///
/// impl Command for AddToCounter {
///     fn apply(self, world: &mut World) {
///         let mut counter = world.get_resource_or_insert_with(Counter::default);
///         counter.0 += self.0;
///     }
/// }
///
/// fn some_system(mut commands: Commands) {
///     commands.add(AddToCounter(42));
/// }
/// ```
pub trait Command: Send + 'static {
    /// Applies this command, causing it to mutate the provided `world`.
    ///
    /// This method is used to define what a command "does" when it is ultimately applied.
    /// Because this method takes `self`, you can store data or settings on the type that implements this trait.
    /// This data is set by the system or other source of the command, and then ultimately read in this method.
    fn apply(self, world: &mut World);
}

/// A [`Command`] queue to perform structural changes to the [`World`].
///
/// Since each command requires exclusive access to the `World`,
/// all queued commands are automatically applied in sequence
/// when the [`apply_deferred`] system runs.
///
/// The command queue of an individual system can also be manually applied
/// by calling [`System::apply_deferred`].
/// Similarly, the command queue of a schedule can be manually applied via [`Schedule::apply_deferred`].
///
/// Each command can be used to modify the [`World`] in arbitrary ways:
/// * spawning or despawning entities
/// * inserting components on new or existing entities
/// * inserting resources
/// * etc.
///
/// For a version of [`Commands`] that works in parallel contexts (such as
/// within [`Query::par_iter`](crate::system::Query::par_iter)) see
/// [`ParallelCommands`]
///
/// # Usage
///
/// Add `mut commands: Commands` as a function argument to your system to get a copy of this struct that will be applied the next time a copy of [`apply_deferred`] runs.
/// Commands are almost always used as a [`SystemParam`](crate::system::SystemParam).
///
/// ```
/// # use bevy_ecs::prelude::*;
/// #
/// fn my_system(mut commands: Commands) {
///    // ...
/// }
/// # bevy_ecs::system::assert_is_system(my_system);
/// ```
///
/// # Implementing
///
/// Each built-in command is implemented as a separate method, e.g. [`Commands::spawn`].
/// In addition to the pre-defined command methods, you can add commands with any arbitrary
/// behavior using [`Commands::add`], which accepts any type implementing [`Command`].
///
/// Since closures and other functions implement this trait automatically, this allows one-shot,
/// anonymous custom commands.
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # fn foo(mut commands: Commands) {
/// // NOTE: type inference fails here, so annotations are required on the closure.
/// commands.add(|w: &mut World| {
///     // Mutate the world however you want...
///     # todo!();
/// });
/// # }
/// ```
///
/// [`System::apply_deferred`]: crate::system::System::apply_deferred
/// [`apply_deferred`]: crate::schedule::apply_deferred
/// [`Schedule::apply_deferred`]: crate::schedule::Schedule::apply_deferred
#[derive(SystemParam)]
pub struct Commands<'w, 's> {
    queue: Deferred<'s, CommandQueue>,
    entities: &'w Entities,
}

impl SystemBuffer for CommandQueue {
    #[inline]
    fn apply(&mut self, _system_meta: &SystemMeta, world: &mut World) {
        #[cfg(feature = "trace")]
        let _span_guard = _system_meta.commands_span.enter();
        self.apply(world);
    }
}

impl<'w, 's> Commands<'w, 's> {
    /// Returns a new `Commands` instance from a [`CommandQueue`] and a [`World`].
    ///
    /// It is not required to call this constructor when using `Commands` as a [system parameter].
    ///
    /// [system parameter]: crate::system::SystemParam
    pub fn new(queue: &'s mut CommandQueue, world: &'w World) -> Self {
        Self::new_from_entities(queue, world.entities())
    }

    /// Returns a new `Commands` instance from a [`CommandQueue`] and an [`Entities`] reference.
    ///
    /// It is not required to call this constructor when using `Commands` as a [system parameter].
    ///
    /// [system parameter]: crate::system::SystemParam
    pub fn new_from_entities(queue: &'s mut CommandQueue, entities: &'w Entities) -> Self {
        Self {
            queue: Deferred(queue),
            entities,
        }
    }

    /// Returns a [`Commands`] with a smaller lifetime.
    /// This is useful if you have `&mut Commands` but need `Commands`.
    ///
    /// # Examples
    ///
    /// ```
    /// # use bevy_ecs::prelude::*;
    /// fn my_system(mut commands: Commands) {
    ///     // We do our initialization in a separate function,
    ///     // which expects an owned `Commands`.
    ///     do_initialization(commands.reborrow());
    ///
    ///     // Since we only reborrowed the commands instead of moving them, we can still use them.
    ///     commands.spawn_empty();
    /// }
    /// #
    /// # fn do_initialization(_: Commands) {}
    /// ```
    pub fn reborrow(&mut self) -> Commands<'w, '_> {
        Commands {
            queue: self.queue.reborrow(),
            entities: self.entities,
        }
    }

    /// Take all commands from `other` and append them to `self`, leaving `other` empty
    pub fn append(&mut self, other: &mut CommandQueue) {
        self.queue.append(other);
    }

    /// Pushes a [`Command`] to the queue for creating a new empty [`Entity`],
    /// and returns its corresponding [`EntityCommands`].
    ///
    /// See [`World::spawn_empty`] for more details.
    ///
    /// # Example
    ///
    /// ```
    /// # use bevy_ecs::prelude::*;
    ///
    /// #[derive(Component)]
    /// struct Label(&'static str);
    /// #[derive(Component)]
    /// struct Strength(u32);
    /// #[derive(Component)]
    /// struct Agility(u32);
    ///
    /// fn example_system(mut commands: Commands) {
    ///     // Create a new empty entity and retrieve its id.
    ///     let empty_entity = commands.spawn_empty().id();
    ///
    ///     // Create another empty entity, then add some component to it
    ///     commands.spawn_empty()
    ///         // adds a new component bundle to the entity
    ///         .insert((Strength(1), Agility(2)))
    ///         // adds a single component to the entity
    ///         .insert(Label("hello world"));
    /// }
    /// # bevy_ecs::system::assert_is_system(example_system);
    /// ```
    ///
    /// # See also
    ///
    /// - [`spawn`](Self::spawn) to spawn an entity with a bundle.
    /// - [`spawn_batch`](Self::spawn_batch) to spawn entities with a bundle each.
    pub fn spawn_empty(&mut self) -> EntityCommands {
        let entity = self.entities.reserve_entity();
        EntityCommands {
            entity,
            commands: self.reborrow(),
        }
    }

    /// Pushes a [`Command`] to the queue for creating a new [`Entity`] if the given one does not exists,
    /// and returns its corresponding [`EntityCommands`].
    ///
    /// This method silently fails by returning [`EntityCommands`]
    /// even if the given `Entity` cannot be spawned.
    ///
    /// See [`World::get_or_spawn`] for more details.
    ///
    /// # Note
    ///
    /// Spawning a specific `entity` value is rarely the right choice. Most apps should favor
    /// [`Commands::spawn`]. This method should generally only be used for sharing entities across
    /// apps, and only when they have a scheme worked out to share an ID space (which doesn't happen
    /// by default).
    pub fn get_or_spawn(&mut self, entity: Entity) -> EntityCommands {
        self.add(move |world: &mut World| {
            world.get_or_spawn(entity);
        });
        EntityCommands {
            entity,
            commands: self.reborrow(),
        }
    }

    /// Pushes a [`Command`] to the queue for creating a new entity with the given [`Bundle`]'s components,
    /// and returns its corresponding [`EntityCommands`].
    ///
    /// # Example
    ///
    /// ```
    /// use bevy_ecs::prelude::*;
    ///
    /// #[derive(Component)]
    /// struct Component1;
    /// #[derive(Component)]
    /// struct Component2;
    /// #[derive(Component)]
    /// struct Label(&'static str);
    /// #[derive(Component)]
    /// struct Strength(u32);
    /// #[derive(Component)]
    /// struct Agility(u32);
    ///
    /// #[derive(Bundle)]
    /// struct ExampleBundle {
    ///     a: Component1,
    ///     b: Component2,
    /// }
    ///
    /// fn example_system(mut commands: Commands) {
    ///     // Create a new entity with a single component.
    ///     commands.spawn(Component1);
    ///
    ///     // Create a new entity with a component bundle.
    ///     commands.spawn(ExampleBundle {
    ///         a: Component1,
    ///         b: Component2,
    ///     });
    ///
    ///     commands
    ///         // Create a new entity with two components using a "tuple bundle".
    ///         .spawn((Component1, Component2))
    ///         // `spawn returns a builder, so you can insert more bundles like this:
    ///         .insert((Strength(1), Agility(2)))
    ///         // or insert single components like this:
    ///         .insert(Label("hello world"));
    /// }
    /// # bevy_ecs::system::assert_is_system(example_system);
    /// ```
    ///
    /// # See also
    ///
    /// - [`spawn_empty`](Self::spawn_empty) to spawn an entity without any components.
    /// - [`spawn_batch`](Self::spawn_batch) to spawn entities with a bundle each.
    pub fn spawn<T: Bundle>(&mut self, bundle: T) -> EntityCommands {
        let mut e = self.spawn_empty();
        e.insert(bundle);
        e
    }

    /// Returns the [`EntityCommands`] for the requested [`Entity`].
    ///
    /// # Panics
    ///
    /// This method panics if the requested entity does not exist.
    ///
    /// # Example
    ///
    /// ```
    /// use bevy_ecs::prelude::*;
    ///
    /// #[derive(Component)]
    /// struct Label(&'static str);
    /// #[derive(Component)]
    /// struct Strength(u32);
    /// #[derive(Component)]
    /// struct Agility(u32);
    ///
    /// fn example_system(mut commands: Commands) {
    ///     // Create a new, empty entity
    ///     let entity = commands.spawn_empty().id();
    ///
    ///     commands.entity(entity)
    ///         // adds a new component bundle to the entity
    ///         .insert((Strength(1), Agility(2)))
    ///         // adds a single component to the entity
    ///         .insert(Label("hello world"));
    /// }
    /// # bevy_ecs::system::assert_is_system(example_system);
    /// ```
    ///
    /// # See also
    ///
    /// - [`get_entity`](Self::get_entity) for the fallible version.
    #[inline]
    #[track_caller]
    pub fn entity(&mut self, entity: Entity) -> EntityCommands {
        #[inline(never)]
        #[cold]
        #[track_caller]
        fn panic_no_entity(entity: Entity) -> ! {
            panic!(
                "Attempting to create an EntityCommands for entity {entity:?}, which doesn't exist.",
            );
        }

        match self.get_entity(entity) {
            Some(entity) => entity,
            None => panic_no_entity(entity),
        }
    }

    /// Returns the [`EntityCommands`] for the requested [`Entity`], if it exists.
    ///
    /// Returns `None` if the entity does not exist.
    ///
    /// This method does not guarantee that `EntityCommands` will be successfully applied,
    /// since another command in the queue may delete the entity before them.
    ///
    /// # Example
    ///
    /// ```
    /// use bevy_ecs::prelude::*;
    ///
    /// #[derive(Component)]
    /// struct Label(&'static str);

    /// fn example_system(mut commands: Commands) {
    ///     // Create a new, empty entity
    ///     let entity = commands.spawn_empty().id();
    ///
    ///     // Get the entity if it still exists, which it will in this case
    ///     if let Some(mut entity_commands) = commands.get_entity(entity) {
    ///         // adds a single component to the entity
    ///         entity_commands.insert(Label("hello world"));
    ///     }
    /// }
    /// # bevy_ecs::system::assert_is_system(example_system);
    /// ```
    ///
    /// # See also
    ///
    /// - [`entity`](Self::entity) for the panicking version.
    #[inline]
    #[track_caller]
    pub fn get_entity(&mut self, entity: Entity) -> Option<EntityCommands> {
        self.entities.contains(entity).then_some(EntityCommands {
            entity,
            commands: self.reborrow(),
        })
    }

    /// Pushes a [`Command`] to the queue for creating entities with a particular [`Bundle`] type.
    ///
    /// `bundles_iter` is a type that can be converted into a [`Bundle`] iterator
    /// (it can also be a collection).
    ///
    /// This method is equivalent to iterating `bundles_iter`
    /// and calling [`spawn`](Self::spawn) on each bundle,
    /// but it is faster due to memory pre-allocation.
    ///
    /// # Example
    ///
    /// ```
    /// # use bevy_ecs::prelude::*;
    /// #
    /// # #[derive(Component)]
    /// # struct Name(String);
    /// # #[derive(Component)]
    /// # struct Score(u32);
    /// #
    /// # fn system(mut commands: Commands) {
    /// commands.spawn_batch(vec![
    ///     (
    ///         Name("Alice".to_string()),
    ///         Score(0),
    ///     ),
    ///     (
    ///         Name("Bob".to_string()),
    ///         Score(0),
    ///     ),
    /// ]);
    /// # }
    /// # bevy_ecs::system::assert_is_system(system);
    /// ```
    ///
    /// # See also
    ///
    /// - [`spawn`](Self::spawn) to spawn an entity with a bundle.
    /// - [`spawn_empty`](Self::spawn_empty) to spawn an entity without any components.
    pub fn spawn_batch<I>(&mut self, bundles_iter: I)
    where
        I: IntoIterator + Send + Sync + 'static,
        I::Item: Bundle,
    {
        self.queue.push(spawn_batch(bundles_iter));
    }

    /// Pushes a [`Command`] to the queue for creating entities, if needed,
    /// and for adding a bundle to each entity.
    ///
    /// `bundles_iter` is a type that can be converted into an ([`Entity`], [`Bundle`]) iterator
    /// (it can also be a collection).
    ///
    /// When the command is applied,
    /// for each (`Entity`, `Bundle`) pair in the given `bundles_iter`,
    /// the `Entity` is spawned, if it does not exist already.
    /// Then, the `Bundle` is added to the entity.
    ///
    /// This method is equivalent to iterating `bundles_iter`,
    /// calling [`get_or_spawn`](Self::get_or_spawn) for each bundle,
    /// and passing it to [`insert`](EntityCommands::insert),
    /// but it is faster due to memory pre-allocation.
    ///
    /// # Note
    ///
    /// Spawning a specific `entity` value is rarely the right choice. Most apps should use [`Commands::spawn_batch`].
    /// This method should generally only be used for sharing entities across apps, and only when they have a scheme
    /// worked out to share an ID space (which doesn't happen by default).
    pub fn insert_or_spawn_batch<I, B>(&mut self, bundles: I)
    where
        I: IntoIterator<Item = (Entity, B)> + Send + Sync + 'static,
        B: Bundle,
    {
        self.queue.push(insert_or_spawn_batch(bundles));
    }

    /// Pushes a [`Command`] to the queue for inserting a [`Resource`] in the [`World`] with an inferred value.
    ///
    /// The inferred value is determined by the [`FromWorld`] trait of the resource.
    /// When the command is applied,
    /// if the resource already exists, nothing happens.
    ///
    /// See [`World::init_resource`] for more details.
    ///
    /// # Example
    ///
    /// ```
    /// # use bevy_ecs::prelude::*;
    /// #
    /// # #[derive(Resource, Default)]
    /// # struct Scoreboard {
    /// #     current_score: u32,
    /// #     high_score: u32,
    /// # }
    /// #
    /// # fn initialise_scoreboard(mut commands: Commands) {
    /// commands.init_resource::<Scoreboard>();
    /// # }
    /// # bevy_ecs::system::assert_is_system(initialise_scoreboard);
    /// ```
    pub fn init_resource<R: Resource + FromWorld>(&mut self) {
        self.queue.push(init_resource::<R>);
    }

    /// Pushes a [`Command`] to the queue for inserting a [`Resource`] in the [`World`] with a specific value.
    ///
    /// This will overwrite any previous value of the same resource type.
    ///
    /// See [`World::insert_resource`] for more details.
    ///
    /// # Example
    ///
    /// ```
    /// # use bevy_ecs::prelude::*;
    /// #
    /// # #[derive(Resource)]
    /// # struct Scoreboard {
    /// #     current_score: u32,
    /// #     high_score: u32,
    /// # }
    /// #
    /// # fn system(mut commands: Commands) {
    /// commands.insert_resource(Scoreboard {
    ///     current_score: 0,
    ///     high_score: 0,
    /// });
    /// # }
    /// # bevy_ecs::system::assert_is_system(system);
    /// ```
    pub fn insert_resource<R: Resource>(&mut self, resource: R) {
        self.queue.push(insert_resource(resource));
    }

    /// Pushes a [`Command`] to the queue for removing a [`Resource`] from the [`World`].
    ///
    /// See [`World::remove_resource`] for more details.
    ///
    /// # Example
    ///
    /// ```
    /// # use bevy_ecs::prelude::*;
    /// #
    /// # #[derive(Resource)]
    /// # struct Scoreboard {
    /// #     current_score: u32,
    /// #     high_score: u32,
    /// # }
    /// #
    /// # fn system(mut commands: Commands) {
    /// commands.remove_resource::<Scoreboard>();
    /// # }
    /// # bevy_ecs::system::assert_is_system(system);
    /// ```
    pub fn remove_resource<R: Resource>(&mut self) {
        self.queue.push(remove_resource::<R>);
    }

    /// Runs the system corresponding to the given [`SystemId`].
    /// Systems are ran in an exclusive and single threaded way.
    /// Running slow systems can become a bottleneck.
    ///
    /// Calls [`World::run_system`](World::run_system).
    ///
    /// There is no way to get the output of a system when run as a command, because the
    /// execution of the system happens later. To get the output of a system, use
    /// [`World::run_system`] or [`World::run_system_with_input`] instead of running the system as a command.
    pub fn run_system(&mut self, id: SystemId) {
        self.run_system_with_input(id, ());
    }

    /// Runs the system corresponding to the given [`SystemId`].
    /// Systems are ran in an exclusive and single threaded way.
    /// Running slow systems can become a bottleneck.
    ///
    /// Calls [`World::run_system_with_input`](World::run_system_with_input).
    ///
    /// There is no way to get the output of a system when run as a command, because the
    /// execution of the system happens later. To get the output of a system, use
    /// [`World::run_system`] or [`World::run_system_with_input`] instead of running the system as a command.
    pub fn run_system_with_input<I: 'static + Send>(&mut self, id: SystemId<I>, input: I) {
        self.queue
            .push(RunSystemWithInput::new_with_input(id, input));
    }

    /// Pushes a generic [`Command`] to the command queue.
    ///
    /// `command` can be a built-in command, custom struct that implements [`Command`] or a closure
    /// that takes [`&mut World`](World) as an argument.
    /// # Example
    ///
    /// ```
    /// # use bevy_ecs::{system::Command, prelude::*};
    /// #[derive(Resource, Default)]
    /// struct Counter(u64);
    ///
    /// struct AddToCounter(u64);
    ///
    /// impl Command for AddToCounter {
    ///     fn apply(self, world: &mut World) {
    ///         let mut counter = world.get_resource_or_insert_with(Counter::default);
    ///         counter.0 += self.0;
    ///     }
    /// }
    ///
    /// fn add_three_to_counter_system(mut commands: Commands) {
    ///     commands.add(AddToCounter(3));
    /// }
    /// fn add_twenty_five_to_counter_system(mut commands: Commands) {
    ///     commands.add(|world: &mut World| {
    ///         let mut counter = world.get_resource_or_insert_with(Counter::default);
    ///         counter.0 += 25;
    ///     });
    /// }

    /// # bevy_ecs::system::assert_is_system(add_three_to_counter_system);
    /// # bevy_ecs::system::assert_is_system(add_twenty_five_to_counter_system);
    /// ```
    pub fn add<C: Command>(&mut self, command: C) {
        self.queue.push(command);
    }
}

/// A [`Command`] which gets executed for a given [`Entity`].
///
/// # Examples
///
/// ```
/// # use std::collections::HashSet;
/// # use bevy_ecs::prelude::*;
/// use bevy_ecs::system::EntityCommand;
/// #
/// # #[derive(Component, PartialEq)]
/// # struct Name(String);
/// # impl Name {
/// #   fn new(s: String) -> Self { Name(s) }
/// #   fn as_str(&self) -> &str { &self.0 }
/// # }
///
/// #[derive(Resource, Default)]
/// struct Counter(i64);
///
/// /// A `Command` which names an entity based on a global counter.
/// fn count_name(entity: Entity, world: &mut World) {
///     // Get the current value of the counter, and increment it for next time.
///     let mut counter = world.resource_mut::<Counter>();
///     let i = counter.0;
///     counter.0 += 1;
///
///     // Name the entity after the value of the counter.
///     world.entity_mut(entity).insert(Name::new(format!("Entity #{i}")));
/// }
///
/// // App creation boilerplate omitted...
/// # let mut world = World::new();
/// # world.init_resource::<Counter>();
/// #
/// # let mut setup_schedule = Schedule::default();
/// # setup_schedule.add_systems(setup);
/// # let mut assert_schedule = Schedule::default();
/// # assert_schedule.add_systems(assert_names);
/// #
/// # setup_schedule.run(&mut world);
/// # assert_schedule.run(&mut world);
///
/// fn setup(mut commands: Commands) {
///     commands.spawn_empty().add(count_name);
///     commands.spawn_empty().add(count_name);
/// }
///
/// fn assert_names(named: Query<&Name>) {
///     // We use a HashSet because we do not care about the order.
///     let names: HashSet<_> = named.iter().map(Name::as_str).collect();
///     assert_eq!(names, HashSet::from_iter(["Entity #0", "Entity #1"]));
/// }
/// ```
pub trait EntityCommand<Marker = ()>: Send + 'static {
    /// Executes this command for the given [`Entity`].
    fn apply(self, id: Entity, world: &mut World);
    /// Returns a [`Command`] which executes this [`EntityCommand`] for the given [`Entity`].
    fn with_entity(self, id: Entity) -> WithEntity<Marker, Self>
    where
        Self: Sized,
    {
        WithEntity {
            cmd: self,
            id,
            marker: PhantomData,
        }
    }
}

/// Turns an [`EntityCommand`] type into a [`Command`] type.
pub struct WithEntity<Marker, C: EntityCommand<Marker>> {
    cmd: C,
    id: Entity,
    marker: PhantomData<fn() -> Marker>,
}

impl<M, C: EntityCommand<M>> Command for WithEntity<M, C>
where
    M: 'static,
{
    #[inline]
    fn apply(self, world: &mut World) {
        self.cmd.apply(self.id, world);
    }
}

/// A list of commands that will be run to modify an [entity](crate::entity).
pub struct EntityCommands<'a> {
    pub(crate) entity: Entity,
    pub(crate) commands: Commands<'a, 'a>,
}

impl EntityCommands<'_> {
    /// Returns the [`Entity`] id of the entity.
    ///
    /// # Example
    ///
    /// ```
    /// # use bevy_ecs::prelude::*;
    /// #
    /// fn my_system(mut commands: Commands) {
    ///     let entity_id = commands.spawn_empty().id();
    /// }
    /// # bevy_ecs::system::assert_is_system(my_system);
    /// ```
    #[inline]
    #[must_use = "Omit the .id() call if you do not need to store the `Entity` identifier."]
    pub fn id(&self) -> Entity {
        self.entity
    }

    /// Returns an [`EntityCommands`] with a smaller lifetime.
    /// This is useful if you have `&mut EntityCommands` but you need `EntityCommands`.
    pub fn reborrow(&mut self) -> EntityCommands {
        EntityCommands {
            entity: self.entity,
            commands: self.commands.reborrow(),
        }
    }

    /// Adds a [`Bundle`] of components to the entity.
    ///
    /// This will overwrite any previous value(s) of the same component type.
    ///
    /// # Panics
    ///
    /// The command will panic when applied if the associated entity does not exist.
    ///
    /// To avoid a panic in this case, use the command [`Self::try_insert`] instead.
    ///
    /// # Example
    ///
    /// ```
    /// # use bevy_ecs::prelude::*;
    /// # #[derive(Resource)]
    /// # struct PlayerEntity { entity: Entity }
    /// #[derive(Component)]
    /// struct Health(u32);
    /// #[derive(Component)]
    /// struct Strength(u32);
    /// #[derive(Component)]
    /// struct Defense(u32);
    ///
    /// #[derive(Bundle)]
    /// struct CombatBundle {
    ///     health: Health,
    ///     strength: Strength,
    /// }
    ///
    /// fn add_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
    ///     commands
    ///         .entity(player.entity)
    ///         // You can insert individual components:
    ///         .insert(Defense(10))
    ///         // You can also insert pre-defined bundles of components:
    ///         .insert(CombatBundle {
    ///             health: Health(100),
    ///             strength: Strength(40),
    ///         })
    ///         // You can also insert tuples of components and bundles.
    ///         // This is equivalent to the calls above:
    ///         .insert((
    ///             Defense(10),
    ///             CombatBundle {
    ///                 health: Health(100),
    ///                 strength: Strength(40),
    ///             },
    ///         ));
    /// }
    /// # bevy_ecs::system::assert_is_system(add_combat_stats_system);
    /// ```
    pub fn insert(&mut self, bundle: impl Bundle) -> &mut Self {
        self.add(insert(bundle))
    }

    /// Tries to add a [`Bundle`] of components to the entity.
    ///
    /// This will overwrite any previous value(s) of the same component type.
    ///
    /// # Note
    ///
    /// Unlike [`Self::insert`], this will not panic if the associated entity does not exist.
    ///
    /// # Example
    ///
    /// ```
    /// # use bevy_ecs::prelude::*;
    /// # #[derive(Resource)]
    /// # struct PlayerEntity { entity: Entity }
    /// #[derive(Component)]
    /// struct Health(u32);
    /// #[derive(Component)]
    /// struct Strength(u32);
    /// #[derive(Component)]
    /// struct Defense(u32);
    ///
    /// #[derive(Bundle)]
    /// struct CombatBundle {
    ///     health: Health,
    ///     strength: Strength,
    /// }
    ///
    /// fn add_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
    ///   commands.entity(player.entity)
    ///    // You can try_insert individual components:
    ///     .try_insert(Defense(10))
    ///     
    ///    // You can also insert tuples of components:
    ///     .try_insert(CombatBundle {
    ///         health: Health(100),
    ///         strength: Strength(40),
    ///     });
    ///    
    ///    // Suppose this occurs in a parallel adjacent system or process
    ///    commands.entity(player.entity)
    ///      .despawn();
    ///
    ///    commands.entity(player.entity)
    ///    // This will not panic nor will it add the component
    ///      .try_insert(Defense(5));
    /// }
    /// # bevy_ecs::system::assert_is_system(add_combat_stats_system);
    /// ```
    pub fn try_insert(&mut self, bundle: impl Bundle) -> &mut Self {
        self.add(try_insert(bundle))
    }

    /// Removes a [`Bundle`] of components from the entity.
    ///
    /// # Example
    ///
    /// ```
    /// # use bevy_ecs::prelude::*;
    /// #
    /// # #[derive(Resource)]
    /// # struct PlayerEntity { entity: Entity }
    /// #[derive(Component)]
    /// struct Health(u32);
    /// #[derive(Component)]
    /// struct Strength(u32);
    /// #[derive(Component)]
    /// struct Defense(u32);
    ///
    /// #[derive(Bundle)]
    /// struct CombatBundle {
    ///     health: Health,
    ///     strength: Strength,
    /// }
    ///
    /// fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
    ///     commands
    ///         .entity(player.entity)
    ///         // You can remove individual components:
    ///         .remove::<Defense>()
    ///         // You can also remove pre-defined Bundles of components:
    ///         .remove::<CombatBundle>()
    ///         // You can also remove tuples of components and bundles.
    ///         // This is equivalent to the calls above:
    ///         .remove::<(Defense, CombatBundle)>();
    /// }
    /// # bevy_ecs::system::assert_is_system(remove_combat_stats_system);
    /// ```
    pub fn remove<T>(&mut self) -> &mut Self
    where
        T: Bundle,
    {
        self.add(remove::<T>)
    }

    /// Despawns the entity.
    ///
    /// See [`World::despawn`] for more details.
    ///
    /// # Note
    ///
    /// This won't clean up external references to the entity (such as parent-child relationships
    /// if you're using `bevy_hierarchy`), which may leave the world in an invalid state.
    ///
    /// # Panics
    ///
    /// The command will panic when applied if the associated entity does not exist.
    ///
    /// # Example
    ///
    /// ```
    /// # use bevy_ecs::prelude::*;
    /// #
    /// # #[derive(Resource)]
    /// # struct CharacterToRemove { entity: Entity }
    /// #
    /// fn remove_character_system(
    ///     mut commands: Commands,
    ///     character_to_remove: Res<CharacterToRemove>
    /// )
    /// {
    ///     commands.entity(character_to_remove.entity).despawn();
    /// }
    /// # bevy_ecs::system::assert_is_system(remove_character_system);
    /// ```
    pub fn despawn(&mut self) {
        self.add(despawn);
    }

    /// Pushes an [`EntityCommand`] to the queue, which will get executed for the current [`Entity`].
    ///
    /// # Examples
    ///
    /// ```
    /// # use bevy_ecs::prelude::*;
    /// # fn my_system(mut commands: Commands) {
    /// commands
    ///     .spawn_empty()
    ///     // Closures with this signature implement `EntityCommand`.
    ///     .add(|entity: EntityWorldMut| {
    ///         println!("Executed an EntityCommand for {:?}", entity.id());
    ///     });
    /// # }
    /// # bevy_ecs::system::assert_is_system(my_system);
    /// ```
    pub fn add<M: 'static>(&mut self, command: impl EntityCommand<M>) -> &mut Self {
        self.commands.add(command.with_entity(self.entity));
        self
    }

    /// Removes all components except the given [`Bundle`] from the entity.
    ///
    /// This can also be used to remove all the components from the entity by passing it an empty Bundle.
    ///
    /// # Example
    ///
    /// ```
    /// # use bevy_ecs::prelude::*;
    /// #
    /// # #[derive(Resource)]
    /// # struct PlayerEntity { entity: Entity }
    /// #[derive(Component)]
    /// struct Health(u32);
    /// #[derive(Component)]
    /// struct Strength(u32);
    /// #[derive(Component)]
    /// struct Defense(u32);
    ///
    /// #[derive(Bundle)]
    /// struct CombatBundle {
    ///     health: Health,
    ///     strength: Strength,
    /// }
    ///
    /// fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
    ///     commands
    ///         .entity(player.entity)
    ///         // You can retain a pre-defined Bundle of components,
    ///         // with this removing only the Defense component
    ///         .retain::<CombatBundle>()
    ///         // You can also retain only a single component
    ///         .retain::<Health>()
    ///         // And you can remove all the components by passing in an empty Bundle
    ///         .retain::<()>();
    /// }
    /// # bevy_ecs::system::assert_is_system(remove_combat_stats_system);
    /// ```
    pub fn retain<T>(&mut self) -> &mut Self
    where
        T: Bundle,
    {
        self.add(retain::<T>)
    }

    /// Logs the components of the entity at the info level.
    ///
    /// # Panics
    ///
    /// The command will panic when applied if the associated entity does not exist.
    pub fn log_components(&mut self) {
        self.add(log_components);
    }

    /// Returns the underlying [`Commands`].
    pub fn commands(&mut self) -> Commands {
        self.commands.reborrow()
    }
}

impl<F> Command for F
where
    F: FnOnce(&mut World) + Send + 'static,
{
    fn apply(self, world: &mut World) {
        self(world);
    }
}

impl<F> EntityCommand<World> for F
where
    F: FnOnce(EntityWorldMut) + Send + 'static,
{
    fn apply(self, id: Entity, world: &mut World) {
        self(world.entity_mut(id));
    }
}

impl<F> EntityCommand for F
where
    F: FnOnce(Entity, &mut World) + Send + 'static,
{
    fn apply(self, id: Entity, world: &mut World) {
        self(id, world);
    }
}

/// A [`Command`] that consumes an iterator of [`Bundle`]s to spawn a series of entities.
///
/// This is more efficient than spawning the entities individually.
fn spawn_batch<I, B>(bundles: I) -> impl Command
where
    I: IntoIterator<Item = B> + Send + Sync + 'static,
    B: Bundle,
{
    move |world: &mut World| {
        world.spawn_batch(bundles);
    }
}

/// A [`Command`] that consumes an iterator to add a series of [`Bundle`]s to a set of entities.
/// If any entities do not already exist in the world, they will be spawned.
///
/// This is more efficient than inserting the bundles individually.
fn insert_or_spawn_batch<I, B>(bundles: I) -> impl Command
where
    I: IntoIterator<Item = (Entity, B)> + Send + Sync + 'static,
    B: Bundle,
{
    move |world: &mut World| {
        if let Err(invalid_entities) = world.insert_or_spawn_batch(bundles) {
            error!(
                "Failed to 'insert or spawn' bundle of type {} into the following invalid entities: {:?}",
                std::any::type_name::<B>(),
                invalid_entities
            );
        }
    }
}

/// A [`Command`] that despawns a specific entity.
/// This will emit a warning if the entity does not exist.
///
/// # Note
///
/// This won't clean up external references to the entity (such as parent-child relationships
/// if you're using `bevy_hierarchy`), which may leave the world in an invalid state.
fn despawn(entity: Entity, world: &mut World) {
    world.despawn(entity);
}

/// An [`EntityCommand`] that adds the components in a [`Bundle`] to an entity.
fn insert<T: Bundle>(bundle: T) -> impl EntityCommand {
    move |entity: Entity, world: &mut World| {
        if let Some(mut entity) = world.get_entity_mut(entity) {
            entity.insert(bundle);
        } else {
            panic!("error[B0003]: Could not insert a bundle (of type `{}`) for entity {:?} because it doesn't exist in this World.", std::any::type_name::<T>(), entity);
        }
    }
}

/// An [`EntityCommand`] that attempts to add the components in a [`Bundle`] to an entity.
fn try_insert(bundle: impl Bundle) -> impl EntityCommand {
    move |entity, world: &mut World| {
        if let Some(mut entity) = world.get_entity_mut(entity) {
            entity.insert(bundle);
        }
    }
}

/// A [`Command`] that removes components from an entity.
/// For a [`Bundle`] type `T`, this will remove any components in the bundle.
/// Any components in the bundle that aren't found on the entity will be ignored.
fn remove<T: Bundle>(entity: Entity, world: &mut World) {
    if let Some(mut entity_mut) = world.get_entity_mut(entity) {
        entity_mut.remove::<T>();
    }
}

/// A [`Command`] that removes components from an entity.
/// For a [`Bundle`] type `T`, this will remove all components except those in the bundle.
/// Any components in the bundle that aren't found on the entity will be ignored.
fn retain<T: Bundle>(entity: Entity, world: &mut World) {
    if let Some(mut entity_mut) = world.get_entity_mut(entity) {
        entity_mut.retain::<T>();
    }
}

/// A [`Command`] that inserts a [`Resource`] into the world using a value
/// created with the [`FromWorld`] trait.
fn init_resource<R: Resource + FromWorld>(world: &mut World) {
    world.init_resource::<R>();
}

/// A [`Command`] that removes the [resource](Resource) `R` from the world.
fn remove_resource<R: Resource>(world: &mut World) {
    world.remove_resource::<R>();
}

/// A [`Command`] that inserts a [`Resource`] into the world.
fn insert_resource<R: Resource>(resource: R) -> impl Command {
    move |world: &mut World| {
        world.insert_resource(resource);
    }
}

/// [`EntityCommand`] to log the components of a given entity. See [`EntityCommands::log_components`].
fn log_components(entity: Entity, world: &mut World) {
    let debug_infos: Vec<_> = world
        .inspect_entity(entity)
        .into_iter()
        .map(|component_info| component_info.name())
        .collect();
    info!("Entity {:?}: {:?}", entity, debug_infos);
}

#[cfg(test)]
#[allow(clippy::float_cmp, clippy::approx_constant)]
mod tests {
    use crate::{
        self as bevy_ecs,
        component::Component,
        system::{CommandQueue, Commands, Resource},
        world::World,
    };
    use std::sync::{
        atomic::{AtomicUsize, Ordering},
        Arc,
    };

    #[derive(Component)]
    #[component(storage = "SparseSet")]
    struct SparseDropCk(DropCk);

    #[derive(Component)]
    struct DropCk(Arc<AtomicUsize>);
    impl DropCk {
        fn new_pair() -> (Self, Arc<AtomicUsize>) {
            let atomic = Arc::new(AtomicUsize::new(0));
            (DropCk(atomic.clone()), atomic)
        }
    }

    impl Drop for DropCk {
        fn drop(&mut self) {
            self.0.as_ref().fetch_add(1, Ordering::Relaxed);
        }
    }

    #[derive(Component, Resource)]
    struct W<T>(T);

    fn simple_command(world: &mut World) {
        world.spawn((W(0u32), W(42u64)));
    }

    #[test]
    fn commands() {
        let mut world = World::default();
        let mut command_queue = CommandQueue::default();
        let entity = Commands::new(&mut command_queue, &world)
            .spawn((W(1u32), W(2u64)))
            .id();
        command_queue.apply(&mut world);
        assert_eq!(world.entities().len(), 1);
        let results = world
            .query::<(&W<u32>, &W<u64>)>()
            .iter(&world)
            .map(|(a, b)| (a.0, b.0))
            .collect::<Vec<_>>();
        assert_eq!(results, vec![(1u32, 2u64)]);
        // test entity despawn
        {
            let mut commands = Commands::new(&mut command_queue, &world);
            commands.entity(entity).despawn();
            commands.entity(entity).despawn(); // double despawn shouldn't panic
        }
        command_queue.apply(&mut world);
        let results2 = world
            .query::<(&W<u32>, &W<u64>)>()
            .iter(&world)
            .map(|(a, b)| (a.0, b.0))
            .collect::<Vec<_>>();
        assert_eq!(results2, vec![]);

        // test adding simple (FnOnce) commands
        {
            let mut commands = Commands::new(&mut command_queue, &world);

            // set up a simple command using a closure that adds one additional entity
            commands.add(|world: &mut World| {
                world.spawn((W(42u32), W(0u64)));
            });

            // set up a simple command using a function that adds one additional entity
            commands.add(simple_command);
        }
        command_queue.apply(&mut world);
        let results3 = world
            .query::<(&W<u32>, &W<u64>)>()
            .iter(&world)
            .map(|(a, b)| (a.0, b.0))
            .collect::<Vec<_>>();

        assert_eq!(results3, vec![(42u32, 0u64), (0u32, 42u64)]);
    }

    #[test]
    fn remove_components() {
        let mut world = World::default();

        let mut command_queue = CommandQueue::default();
        let (dense_dropck, dense_is_dropped) = DropCk::new_pair();
        let (sparse_dropck, sparse_is_dropped) = DropCk::new_pair();
        let sparse_dropck = SparseDropCk(sparse_dropck);

        let entity = Commands::new(&mut command_queue, &world)
            .spawn((W(1u32), W(2u64), dense_dropck, sparse_dropck))
            .id();
        command_queue.apply(&mut world);
        let results_before = world
            .query::<(&W<u32>, &W<u64>)>()
            .iter(&world)
            .map(|(a, b)| (a.0, b.0))
            .collect::<Vec<_>>();
        assert_eq!(results_before, vec![(1u32, 2u64)]);

        // test component removal
        Commands::new(&mut command_queue, &world)
            .entity(entity)
            .remove::<W<u32>>()
            .remove::<(W<u32>, W<u64>, SparseDropCk, DropCk)>();

        assert_eq!(dense_is_dropped.load(Ordering::Relaxed), 0);
        assert_eq!(sparse_is_dropped.load(Ordering::Relaxed), 0);
        command_queue.apply(&mut world);
        assert_eq!(dense_is_dropped.load(Ordering::Relaxed), 1);
        assert_eq!(sparse_is_dropped.load(Ordering::Relaxed), 1);

        let results_after = world
            .query::<(&W<u32>, &W<u64>)>()
            .iter(&world)
            .map(|(a, b)| (a.0, b.0))
            .collect::<Vec<_>>();
        assert_eq!(results_after, vec![]);
        let results_after_u64 = world
            .query::<&W<u64>>()
            .iter(&world)
            .map(|v| v.0)
            .collect::<Vec<_>>();
        assert_eq!(results_after_u64, vec![]);
    }

    #[test]
    fn remove_resources() {
        let mut world = World::default();
        let mut queue = CommandQueue::default();
        {
            let mut commands = Commands::new(&mut queue, &world);
            commands.insert_resource(W(123i32));
            commands.insert_resource(W(456.0f64));
        }

        queue.apply(&mut world);
        assert!(world.contains_resource::<W<i32>>());
        assert!(world.contains_resource::<W<f64>>());

        {
            let mut commands = Commands::new(&mut queue, &world);
            // test resource removal
            commands.remove_resource::<W<i32>>();
        }
        queue.apply(&mut world);
        assert!(!world.contains_resource::<W<i32>>());
        assert!(world.contains_resource::<W<f64>>());
    }

    #[test]
    fn append() {
        let mut world = World::default();
        let mut queue_1 = CommandQueue::default();
        {
            let mut commands = Commands::new(&mut queue_1, &world);
            commands.insert_resource(W(123i32));
        }
        let mut queue_2 = CommandQueue::default();
        {
            let mut commands = Commands::new(&mut queue_2, &world);
            commands.insert_resource(W(456.0f64));
        }
        queue_1.append(&mut queue_2);
        queue_1.apply(&mut world);
        assert!(world.contains_resource::<W<i32>>());
        assert!(world.contains_resource::<W<f64>>());
    }
}