oecs-sharp/.agents/skills/writing-games/SKILL.md

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---
name: writing-games
description: Create game logic using the OECS entity component system (C#). Use this when building a new game or game feature with OECS — defining components, systems, commands, relationships, and singletons.
---
# Writing Games with OECS
OECS is a single-threaded, observable-first ECS for C#. It targets `net8.0` (C# 12)
and depends on `MessagePack` (serialization) and `R3` (reactivity).
Before writing any code, read `docs/api-surface.md` for the full type reference
and `docs/architecture.md` for the design rationale behind the key decisions.
## Project Setup
A game is a class library referencing `OECS`:
```xml
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Library</OutputType>
<RootNamespace>Game.YourGameName</RootNamespace>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\OECS\OECS.csproj" />
</ItemGroup>
</Project>
```
The game DLL must also reference `OECS.SourceGen` as an analyzer so the
component registry is generated for serialization. See `Blackjack.csproj` for
the exact MSBuild incantation.
## Defining Components
Components are `public record struct` types annotated with `[MessagePackObject]`
and `[Key]` attributes. Prefer `record struct` by default — it gives you value
equality and a generated `ToString()` for free.
Use **explicit properties or fields** — not positional syntax. OECS mutates
components in-place via `ref T`, which requires settable fields/properties.
Positional record structs produce `init`-only properties that can't be mutated
through a `ref`.
```csharp
[MessagePackObject]
public record struct Card
{
[Key(0)] public Suit Suit;
[Key(1)] public Rank Rank;
}
```
- Types must be `public` — MessagePack requires public accessibility.
- Use sequential integer keys starting from 0.
- Tag components (no data) are just empty structs:
```csharp
[MessagePackObject]
public struct PlayerHand { }
```
## Relationships
Relationships are components that implement `IRelationship`. They model a
directed edge between a source entity and a target entity.
You can either use the generic `Relationship<TSelf, TTarget>` base struct or
implement `IRelationship` directly:
```csharp
// Using the base struct:
world.AddComponent(child, new Relationship<ChildOf, Parent>
{
Source = child,
Target = parent
});
// Direct implementation (preferred for domain-specific names):
[MessagePackObject]
public record struct Holds : IRelationship
{
[Key(0)] public Entity Source { get; set; }
[Key(1)] public Entity Target { get; set; }
}
```
Reverse lookup is automatic. The `World` maintains a reverse index so you can
query all sources pointing to a target:
```csharp
var cards = world.GetSources<Holds>(handEntity);
```
When an entity is destroyed, all relationships it participates in (as source or
target) are cleaned up automatically.
## Defining Systems
Systems implement `ISystem` (or `ITickedSystem` if they need delta time):
```csharp
public class DealSystem : ISystem
{
public void Run(World world)
{
var state = world.ReadSingleton<GameState>();
if (state.Phase != GamePhase.Dealing)
return;
// Do work...
}
}
```
The `ISystem` interface has no `Query` property. Systems read singletons,
build queries, and iterate on their own — this keeps the interface minimal
and gives systems full flexibility.
### Iteration Styles
Two options:
**ForEach callbacks** (16 components):
```csharp
var query = world.Query().With<Position>().With<Velocity>().Build();
world.ForEach(query, (Entity e, ref Position pos, ref Velocity vel) =>
{
pos.X += vel.X * dt;
world.MarkModified<Position>(e);
});
```
**Ref struct iterators** via `EntityIterator.Select<T>()` (13 components):
```csharp
using var iter = world.Select<PlayerHand>();
while (iter.MoveNext())
{
// iter.CurrentEntity, iter.Current1 (ref)
}
```
The singleton entity (ID 1) is automatically skipped by all iterators.
### System Registration
Systems run in registration order via `SystemGroup`:
```csharp
var world = new World();
var group = new SystemGroup(world);
group.Add(new DeckSetupSystem());
group.Add(new DealSystem());
group.Add(new PlayerBustCheckSystem());
group.Add(new DealerSystem());
```
`SystemGroup` automatically drains commands and posts changes after each system
and after the full tick.
## Defining Commands
Commands are `public record struct` types annotated with `[MessagePackObject]`
and implementing `ICommand`:
```csharp
[MessagePackObject]
public record struct PlaceBetCommand : ICommand
{
[Key(0)] public int Amount;
public void Execute(World world)
{
ref var state = ref world.GetSingleton<GameState>();
if (state.Phase != GamePhase.Betting) return;
state.CurrentBet = Amount;
state.Chips -= Amount;
state.Phase = GamePhase.Dealing;
world.MarkModified<GameState>(World.SingletonEntity);
}
}
```
Enqueue commands via `world.Commands.Enqueue(...)`. They execute deferred
when the queue is drained (automatically by `SystemGroup`).
## Singletons
Global state lives on the singleton entity (ID 1). Use `SetSingleton<T>`,
`GetSingleton<T>` (ref), and `ReadSingleton<T>` (copy):
```csharp
world.SetSingleton(new GameState { Phase = GamePhase.Betting, Chips = 100 });
// Read-only inspection:
var state = world.ReadSingleton<GameState>();
// Mutation:
ref var mutable = ref world.GetSingleton<GameState>();
mutable.Phase = GamePhase.RoundOver;
world.MarkModified<GameState>(World.SingletonEntity);
```
`GetSingleton` returns a `ref` — always call `MarkModified` after mutating
so reactivity subscribers see the change. `ReadSingleton` returns a copy and
never auto-marks.
## Change Tracking
- Structural changes (entity create/destroy, component add/remove) are auto-marked.
- Value mutations (modifying a `ref T` component) must be manually marked via
`world.MarkModified<T>(entity)`.
- Changes are posted after each system runs (automatic via `SystemGroup`).
## Serialization
`WorldSerializer.Save/Load` uses the source-generated `ComponentRegistry`.
All component types used with `World` generic methods are automatically
discovered. Serialization round-trips must be tested — see `testing-games` skill.