pub fn build_monster_scheduler() -> Schedule {
    Schedule::builder()
        .add_system(random_move::random_move_system())
        .add_system(chasing::chasing_system())
        .flush()
        .add_system(combat::combat_system())
        .flush()
        .add_system(movement::movement_system())
        .flush()
        .add_system(map_render::map_render_system())
        .add_system(entity_render::entity_render_system())
        .add_system(hud::hud_system())
        .add_system(end_turn::end_turn_system())
        .build()
}
/// Move the monsters, check for collisions, render everything, then end the turn
Move the monsters, check for collisions, render everything, then end the turn
Move the monsters check for collisions render everything then end the turn
pub fn build_monster_scheduler() -> Schedule {
    Schedule::builder()
        .add_system(random_move::random_move_system())
        .add_system(chasing::chasing_system())
        .flush()
        .add_system(combat::combat_system())
        .flush()
        .add_system(movement::movement_system())
        .flush()
        .add_system(map_render::map_render_system())
        .add_system(entity_render::entity_render_system())
        .add_system(hud::hud_system())
        .add_system(end_turn::end_turn_system())
        .build()
}
pub fn build_monster_scheduler ( ) -> Schedule { Schedule :: builder ( ) . add_system ( random_move :: random_move_system ( ) ) . add_system ( chasing :: chasing_system ( ) ) . flush ( ) . add_system ( combat :: combat_system ( ) ) . flush ( ) . add_system ( movement :: movement_system ( ) ) . flush ( ) . add_system ( map_render :: map_render_system ( ) ) . add_system ( entity_render :: entity_render_system ( ) ) . add_system ( hud :: hud_system ( ) ) . add_system ( end_turn :: end_turn_system ( ) ) . build ( ) }
Move the monsters, check for collisions, render everything, then end the turn
Move the monsters check for collisions render everything then end the turn