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: turn_status.rs
    path of file: ./repos/rustrogueliketutorial/chapter-73-systems/src/systems/ai
    
    the code of the file until where you have to start completion: use specs::prelude::*;
use crate::{MyTurn, Confusion, RunState, StatusEffect, effects::add_effect, effects::EffectType, effects::Targets};
use std::collections::HashSet;

pub struct TurnStatusSystem {}

impl<'a> System<'a> for TurnStatusSystem {
    #[allow(clippy::type_complexity)]
    type SystemData = ( WriteStorage<'a, MyTurn>,
                        ReadStorage<'a, Confusion>,
                        Entities<'a>,
                        ReadExpect<'a, RunState>,
                        ReadStorage<'a, StatusEffect>
                    );

    fn run(&mut self, data : Self::SystemData) {
        let (mut turns, confusion, entities, runstate, statuses) = data;

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

        // Collect a set of all entities whose turn it is
        let mut entity_turns = HashSet::new();
        for (entity, _turn) in (&entities, &turns).join() {
            entity_turns.insert(entity);
        }

        // Find status effects affecting entities whose turn it is
        let mut not_my_turn : Vec<Entity> = Vec::new();
        for (effect_entity, 
    
    fn run(&mut self, data : Self::SystemData) {
        let (mut turns, confusion, entities, runstate, statuses) = data;

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

        // Collect a set of all entities whose turn it is
        let mut entity_turns = HashSet::new();
        for (entity, _turn) in (&entities, &turns).join() {
            entity_turns.insert(entity);
        }

        // Find status effects affecting entities whose turn it is
        let mut not_my_turn : Vec<Entity> = Vec::new();
        for (effect_entity, status_effect) in (&entities, &statuses).join() {
            if entity_turns.contains(&status_effect.target) {
                // Skip turn for confusion
                if confusion.get(effect_entity).is_some() {
                    add_effect(
                        None, 
                        EffectType::Particle{
                            glyph : rltk::to_cp437('?'),
                            fg : rltk::RGB::named(rltk::CYAN),
                            bg : rltk::RGB::named(rltk::BLACK),
                            lifespan: 200.0
                        },
                        Targets::Single{ target:status_effect.target }
                    );
                    not_my_turn.push(status_effect.target);
                }
            }
        }

        for e in not_my_turn {
            turns.remove(e);
        }
    }