Browse Source

Monsters can get hungry too!

(Well, if someone adds the right component.)

The entity != player check makes no sense otherwise, as proceed was false before the match.
Marius Gedminas 4 years ago
parent
commit
144e9982ec
1 changed files with 2 additions and 2 deletions
  1. 2 2
      book/src/chapter_19.md

+ 2 - 2
book/src/chapter_19.md

@@ -87,7 +87,7 @@ impl<'a> System<'a> for HungerSystem {
                 }
                 RunState::MonsterTurn => {
                     if entity != *player_entity {
-                        proceed = false;
+                        proceed = true;
                     }
                 }
                 _ => proceed = false
@@ -326,4 +326,4 @@ We now have a working hunger clock system. You may want to tweak the durations t
 
 Copyright (C) 2019, Herbert Wolverson.
 
----
+---