(Well, if someone adds the right component.) The entity != player check makes no sense otherwise, as proceed was false before the match.
@@ -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.
----
+---