dojo-system
Create Dojo systems that implement game logic, modify model state, and handle player actions. Use when implementing game mechanics, player commands, or automated logic.
Best use case
dojo-system is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Create Dojo systems that implement game logic, modify model state, and handle player actions. Use when implementing game mechanics, player commands, or automated logic.
Teams using dojo-system should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/dojo-system/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How dojo-system Compares
| Feature / Agent | dojo-system | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Create Dojo systems that implement game logic, modify model state, and handle player actions. Use when implementing game mechanics, player commands, or automated logic.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Dojo System Generation
Create Dojo systems (smart contracts) that implement your game's logic and modify model state.
## Essential Imports (Dojo 1.0+)
**Copy these imports for any Dojo system:**
```cairo
// Core Dojo imports - ALWAYS needed for systems
use dojo::model::{ModelStorage, ModelValueStorage};
use dojo::event::EventStorage;
// Starknet essentials
use starknet::{ContractAddress, get_caller_address, get_block_timestamp};
```
### Where does `self.world_default()` come from?
**`self.world_default()` is provided automatically by `#[dojo::contract]`** - no import needed!
```cairo
#[dojo::contract] // <-- This macro provides world_default()
mod my_system {
use dojo::model::{ModelStorage, ModelValueStorage};
use dojo::event::EventStorage;
#[abi(embed_v0)]
impl MyImpl of IMySystem<ContractState> {
fn my_function(ref self: ContractState) {
// world_default() is available because of #[dojo::contract]
let mut world = self.world_default();
// Now use world for all operations...
}
}
}
```
### How to emit events
**Requires:** `use dojo::event::EventStorage;`
```cairo
// 1. Define the event (outside impl block)
#[derive(Copy, Drop, Serde)]
#[dojo::event]
struct PlayerMoved {
#[key]
player: ContractAddress,
from_x: u32,
from_y: u32,
to_x: u32,
to_y: u32,
}
// 2. Emit it (inside a function)
fn move_player(ref self: ContractState, direction: u8) {
let mut world = self.world_default();
// ... game logic ...
// Emit event - note the @ for snapshot
world.emit_event(@PlayerMoved {
player: get_caller_address(),
from_x: 0,
from_y: 0,
to_x: 1,
to_y: 1,
});
}
```
### Quick reference: What imports what
| You want to use | Import this |
| ---------------------- | ---------------------------------------- |
| `world.read_model()` | `use dojo::model::ModelStorage;` |
| `world.write_model()` | `use dojo::model::ModelStorage;` |
| `world.emit_event()` | `use dojo::event::EventStorage;` |
| `self.world_default()` | Nothing! Provided by `#[dojo::contract]` |
| `get_caller_address()` | `use starknet::get_caller_address;` |
## When to Use This Skill
- "Create a spawn system"
- "Add a move system that updates position"
- "Implement combat logic"
- "Generate a system for [game action]"
## What This Skill Does
Generates Cairo system contracts with:
- `#[dojo::contract]` attribute
- Interface definition with `#[starknet::interface]`
- System implementation
- World access (`world.read_model()`, `world.write_model()`)
- Event emissions with `#[dojo::event]`
## Quick Start
**Interactive mode:**
```
"Create a system for player movement"
```
I'll ask about:
- System name
- Functions and their parameters
- Models used
- Authorization requirements
**Direct mode:**
```
"Create a move system that updates Position based on Direction"
```
## System Structure
A Dojo contract consists of an interface trait and a contract module:
```cairo
use dojo_starter::models::{Direction, Position};
// Define the interface
#[starknet::interface]
trait IActions<T> {
fn spawn(ref self: T);
fn move(ref self: T, direction: Direction);
}
// Dojo contract
#[dojo::contract]
pub mod actions {
use super::{IActions, Direction, Position};
use starknet::{ContractAddress, get_caller_address};
use dojo_starter::models::{Vec2, Moves};
use dojo::model::{ModelStorage, ModelValueStorage};
use dojo::event::EventStorage;
// Define a custom event
#[derive(Copy, Drop, Serde)]
#[dojo::event]
pub struct Moved {
#[key]
pub player: ContractAddress,
pub direction: Direction,
}
#[abi(embed_v0)]
impl ActionsImpl of IActions<ContractState> {
fn spawn(ref self: ContractState) {
let mut world = self.world_default();
let player = get_caller_address();
// Read current position (defaults to zero if not set)
let position: Position = world.read_model(player);
// Set initial position
let new_position = Position {
player,
vec: Vec2 { x: position.vec.x + 10, y: position.vec.y + 10 }
};
world.write_model(@new_position);
// Set initial moves
let moves = Moves {
player,
remaining: 100,
last_direction: Direction::None(()),
can_move: true
};
world.write_model(@moves);
}
fn move(ref self: ContractState, direction: Direction) {
let mut world = self.world_default();
let player = get_caller_address();
// Read current state
let position: Position = world.read_model(player);
let mut moves: Moves = world.read_model(player);
// Update moves
moves.remaining -= 1;
moves.last_direction = direction;
// Calculate next position
let next = next_position(position, direction);
// Write updated state
world.write_model(@next);
world.write_model(@moves);
// Emit event
world.emit_event(@Moved { player, direction });
}
}
// Internal helper to get world with namespace
#[generate_trait]
impl InternalImpl of InternalTrait {
fn world_default(self: @ContractState) -> dojo::world::WorldStorage {
self.world(@"dojo_starter")
}
}
}
// Helper function outside the contract
fn next_position(mut position: Position, direction: Direction) -> Position {
match direction {
Direction::None => { return position; },
Direction::Left => { position.vec.x -= 1; },
Direction::Right => { position.vec.x += 1; },
Direction::Up => { position.vec.y -= 1; },
Direction::Down => { position.vec.y += 1; },
};
position
}
```
## Key Concepts
### World Access
Get the world storage using your namespace:
```cairo
let mut world = self.world(@"my_namespace");
```
Create a helper function to avoid repeating the namespace:
```cairo
#[generate_trait]
impl InternalImpl of InternalTrait {
fn world_default(self: @ContractState) -> dojo::world::WorldStorage {
self.world(@"my_namespace")
}
}
```
### Reading Models
```cairo
let position: Position = world.read_model(player);
```
### Writing Models
```cairo
world.write_model(@Position { player, vec: Vec2 { x: 10, y: 20 } });
```
### Emitting Events
Define events with `#[dojo::event]`:
```cairo
#[derive(Copy, Drop, Serde)]
#[dojo::event]
pub struct PlayerMoved {
#[key]
pub player: ContractAddress,
pub from: Vec2,
pub to: Vec2,
}
// Emit in your function
world.emit_event(@PlayerMoved { player, from: old_pos, to: new_pos });
```
### Getting Caller
```cairo
use starknet::get_caller_address;
let player = get_caller_address();
```
### Generating Unique IDs
```cairo
let entity_id = world.uuid();
```
## System Design
### Single Responsibility
Each system should have one clear purpose:
- `MovementSystem`: Handles player/entity movement
- `CombatSystem`: Manages battles and damage
- `InventorySystem`: Manages items
### Stateless Design
Systems should be stateless, reading state from models:
```cairo
fn attack(ref self: ContractState, target: ContractAddress) {
let mut world = self.world_default();
let attacker = get_caller_address();
// Read current state
let attacker_stats: Combat = world.read_model(attacker);
let mut target_stats: Combat = world.read_model(target);
// Apply logic
target_stats.health -= attacker_stats.damage;
// Write updated state
world.write_model(@target_stats);
}
```
### Input Validation
Validate inputs before modifying state:
```cairo
fn move(ref self: ContractState, direction: Direction) {
let mut world = self.world_default();
let player = get_caller_address();
let moves: Moves = world.read_model(player);
assert(moves.remaining > 0, 'No moves remaining');
assert(moves.can_move, 'Movement disabled');
// Proceed with movement
}
```
## Permissions
Systems need writer permission to modify models.
Configure in `dojo_dev.toml`:
```toml
[writers]
"my_namespace" = ["my_namespace-actions"]
```
Or grant specific model access:
```toml
[writers]
"my_namespace-Position" = ["my_namespace-actions"]
"my_namespace-Moves" = ["my_namespace-actions"]
```
## Next Steps
After creating systems:
1. Use `dojo-test` skill to test system logic
2. Use `dojo-review` skill to check for issues
3. Use `dojo-deploy` skill to deploy your world
4. Use `dojo-client` skill to call systems from frontend
## Related Skills
- **dojo-model**: Define models used by systems
- **dojo-test**: Test system logic
- **dojo-review**: Review system implementation
- **dojo-deploy**: Deploy systems to networkRelated Skills
dojo
Dojo Engine framework patterns — World, Systems, Models, Events, Components, Store, permissions, testing with spawn_test_world, and deployment with sozo.
dojo-world
Manage world permissions, namespaces, resource registration, and access control. Use when configuring world ownership, setting up authorization policies, or managing resource permissions.
dojo-token
Implement, deploy, and index ERC20 and ERC721 tokens in Dojo. Use when adding token contracts, deploying them, or configuring Torii to index balances and transfers.
dojo-test
Write tests for Dojo models and systems using spawn_test_world, cheat codes, and assertions. Use when testing game logic, verifying state changes, or ensuring system correctness.
dojo-review
Review Dojo code for best practices, common mistakes, security issues, and optimization opportunities. Use when auditing models, systems, tests, or preparing for deployment.
dojo-model
Create Dojo models for storing game state with proper key definitions, trait derivations, and ECS patterns. Use when defining game entities, components, or state structures.
dojo-migrate
Manage world migrations, handle breaking changes, and upgrade Dojo versions. Use when updating deployed worlds, migrating to new versions, or handling schema changes.
dojo-init
Initialize new Dojo projects with proper directory structure, configuration files, and dependencies. Use when starting a new Dojo game project or setting up the initial project structure.
dojo-indexer
Set up and configure Torii indexer for GraphQL queries, gRPC subscriptions, and SQL access. Use when indexing your deployed world for client queries or real-time updates.
dojo-config
Configure Scarb.toml, dojo profiles, world settings, and dependencies. Use when setting up project configuration, managing dependencies, or configuring deployment environments.
dojo-architecture
Shinigami architecture for fully onchain Dojo games — Elements, Types, Models, Components, Systems, Helpers, Store, Events, Interfaces. Use when structuring a new game, adding modules, understanding the codebase hierarchy, or implementing new game mechanics.
cairo-optimization
Improves Cairo performance after correctness is established, including hotspot profiling, arithmetic/loop optimization, and bounded-int hardening.