pub fn build_player_scheduler() -> Schedule {
    Schedule::builder()
        .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()
}
/// Check for collisions and render input, then end the turn
Check for collisions and render input, then end the turn
Check for collisions and render input then end the turn
pub fn build_player_scheduler() -> Schedule {
    Schedule::builder()
        .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_player_scheduler ( ) -> Schedule { Schedule :: builder ( ) . 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 ( ) }
Check for collisions and render input, then end the turn
Check for collisions and render input then end the turn