use bevy::prelude::*; // First, we define a "Thirst" component and associated system. This is NOT // THE AI. It's a plain old system that just makes an entity "thirstier" over // time. This is what the AI will later interact with. // // There's nothing special here. It's a plain old Bevy component. #[derive(Component, Debug, Reflect)] pub(crate) struct Thirst { pub per_second: f32, pub thirst: f32, } impl Thirst { pub fn new(thirst: f32, per_second: f32) -> Self { Self { thirst, per_second } } } pub(crate) fn thirst_system(time: Res