You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: initiative_system.rs
    path of file: ./repos/rustrogueliketutorial/chapter-70-missiles/src/ai
    
    the code of the file until where you have to start completion: use specs::prelude::*;
use crate::{Initiative, Position, MyTurn, Attributes, RunState, Pools, Duration, 
    EquipmentChanged, StatusEffect, DamageOverTime};

pub struct InitiativeSystem {}

impl<'a> System<'a> for InitiativeSystem {
    #[allow(clippy::type_complexity)]
    type SystemData = ( WriteStorage<'a, Initiative>,
                        ReadStorage<'a, Position>,
                        WriteStorage<'a, MyTurn>,
                        Entities<'a>,
                        WriteExpect<'a, rltk::RandomNumberGenerator>,
                        ReadStorage<'a, Attributes>,
                        WriteExpect<'a, RunState>,
                        ReadExpect<'a, Entity>,
                        ReadExpect<'a, rltk::Point>,
                        ReadStorage<'a, Pools>,
                        WriteStorage<'a, Duration>,
                        WriteStorage<'a, EquipmentChanged>,
                        ReadStorage<'a, StatusEffect>,
                        ReadStorage<'a, DamageOverTime>
                    );

    fn run(&mut self, data : Self::SystemData) {
        let (mut initiatives, positions, mut turns, entities, mut rng, attributes,
            mut runstate, player, player_pos, pools, mut durations, mut dirty,
            statuses, dots) = data;

        if *runstate != RunState::Ticking { return; }

        // Clear any re
    
    fn run(&mut self, data : Self::SystemData) {
        let (mut initiatives, positions, mut turns, entities, mut rng, attributes,
            mut runstate, player, player_pos, pools, mut durations, mut dirty,
            statuses, dots) = data;

        if *runstate != RunState::Ticking { return; }

        // Clear any remaining MyTurn we left by mistkae
        turns.clear();

        // Roll initiative
        for (entity, initiative, pos) in (&entities, &mut initiatives, &positions).join() {
            initiative.current -= 1;
            if initiative.current < 1 {
                let mut myturn = true;

                // Re-roll
                initiative.current = 6 + rng.roll_dice(1, 6);

                // Give a bonus for quickness
                if let Some(attr) = attributes.get(entity) {
                    initiative.current -= attr.quickness.bonus;
                }

                // Apply pool penalty
                if let Some(pools) = pools.get(entity) {
                    initiative.current += f32::floor(pools.total_initiative_penalty) as i32;
                }

                // TODO: More initiative granting boosts/penalties will go here later

                // If its the player, we want to go to an AwaitingInput state
                if entity == *player {
                    // Give control to the player
                    *runstate = RunState::AwaitingInput;
                } else {
                    let distance = rltk::DistanceAlg::Pythagoras.distance2d(*player_pos, rltk::Point::new(pos.x, pos.y));
                    if distance > 20.0 {
                        myturn = false;
                    }
                }

                // It's my turn!
                if myturn {
                    turns.insert(entity, MyTurn{}).expect("Unable to insert turn");
                }

            }
        }

        // Handle durations
        if *runstate == RunState::AwaitingInput {
            use crate::effects::*;
            for (effect_entity, duration, status) in (&entities, &mut durations, &statuses).join() {
                if entities.is_alive(status.target) {
                    duration.turns -= 1;
                    if let Some(dot) = dots.get(effect_entity) {
                        add_effect(
                            None, 
                            EffectType::Damage{ amount : dot.damage }, 
                            Targets::Single{ target : status.target 
                            }
                        );
                    }
                    if duration.turns < 1 {
                        dirty.insert(status.target, EquipmentChanged{}).expect("Unable to insert");
                        entities.delete(effect_entity).expect("Unable to delete");
                    }
                }
            }
        }
    }