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: hunger_system.rs
    path of file: ./repos/rustrogueliketutorial/chapter-54-xp/src
    
    the code of the file until where you have to start completion: use specs::prelude::*;
use super::{HungerClock, RunState, HungerState, SufferDamage, gamelog::GameLog};

pub struct HungerSystem {}

impl<'a> System<'a> for HungerSystem {
    #[allow(clippy::type_complexity)]
    type SystemData = (
                        Entities<'a>,
                        WriteStorage<'a, HungerClock>,
                        ReadExpect<'a, Entity>, // The player
                        ReadExpect<'a, RunState>,
                        WriteStorage<'a, SufferDamage>,
                        WriteExpect<'a, GameLog>
                      );

    fn run(&mut self, data : Self::SystemData) {
        let (entities, mut hunger_clock, player_entity, runstate, mut inflict_damage, mut log) = data;

        for (entity, mut clock) in (&entities, &mut hunger_clock).join() {
            let mut proceed = false;

            match *runstate {
                RunState::PlayerTurn => {
                    if entity == *player_entity {
                        proceed = true;
                    }
                }
                RunState::MonsterTurn => {
                    if entity != *player_entity {
                        proceed = false;
                    }
                }
                _ => proceed = false
            }

            if proceed {
                clock.duration -= 1;
                if clock.duration < 1 {
                    match clock.state {
                        HungerState::WellFed => {
                            clock.state = HungerState::Normal;
                            clock.duration =
    
    fn run(&mut self, data : Self::SystemData) {
        let (entities, mut hunger_clock, player_entity, runstate, mut inflict_damage, mut log) = data;

        for (entity, mut clock) in (&entities, &mut hunger_clock).join() {
            let mut proceed = false;

            match *runstate {
                RunState::PlayerTurn => {
                    if entity == *player_entity {
                        proceed = true;
                    }
                }
                RunState::MonsterTurn => {
                    if entity != *player_entity {
                        proceed = false;
                    }
                }
                _ => proceed = false
            }

            if proceed {
                clock.duration -= 1;
                if clock.duration < 1 {
                    match clock.state {
                        HungerState::WellFed => {
                            clock.state = HungerState::Normal;
                            clock.duration = 200;
                            if entity == *player_entity {
                                log.entries.push("You are no longer well fed.".to_string());
                            }
                        }
                        HungerState::Normal => {
                            clock.state = HungerState::Hungry;
                            clock.duration = 200;
                            if entity == *player_entity {
                                log.entries.push("You are hungry.".to_string());
                            }
                        }
                        HungerState::Hungry => {
                            clock.state = HungerState::Starving;
                            clock.duration = 200;
                            if entity == *player_entity {
                                log.entries.push("You are starving!".to_string());
                            }
                        }
                        HungerState::Starving => {
                            // Inflict damage from hunger
                            if entity == *player_entity {
                                log.entries.push("Your hunger pangs are getting painful! You suffer 1 hp damage.".to_string());
                            }
                            SufferDamage::new_damage(&mut inflict_damage, entity, 1, false);
                        }
                    }
                }
            }
        }
    }