anchor.diff:  
               // determine (and set) enemy desired turns when applicable
               let (enemies, rand) =
  -                match optNewPlayerActivity with
  -                | Some newPlayerActivity ->
  -                    if newPlayerActivity <> NoActivity then
  -                        let (enemyDesiredTurns, rand) = determineDesiredEnemyTurns newPlayerActivity occupationMap player enemies rand
  -                        let enemies = List.map2 Entity.setDesiredTurn enemyDesiredTurns enemies
  -                        (enemies, rand)
  -                    else (enemies, rand)
  -                | None -> (enemies, rand)
  +                match player.ActivityState with
  +                | Action _ | Navigation _ ->
  +                    let (enemyDesiredTurns, rand) = determineDesiredEnemyTurns occupationMap player enemies rand
  +                    let enemies = List.map2 Entity.setDesiredTurn enemyDesiredTurns enemies
  +                    (enemies, rand)
  +                | NoActivity -> (enemies, rand)
   
               // update enemy activities in accordance with the player's current activity
               let enemies =
  
positive.code:                     (enemyTurn, rand)
              | Uncontrolled -> (NoTurn, rand)
  
          static let determineDesiredEnemyTurns playerActivity occupationMap player enemies rand =
              let (_, enemyTurns, rand) =
                  List.foldBack
                      (fun (enemy : Entity) (occupationMap, enemyTurns, rand) ->
                          let (enemyTurn, rand) = determineDesiredEnemyTurn playerActivity occupationMap player enemy rand
                          let occupationMap = OccupationMap.transferByDesiredTurn enemyTurn enemy occupationMap
                          (occupationMap, enemyTurn :: enemyTurns, rand))
                      enemies
  
negative.code:             let (_, player, enemies) = getParticipants gameplayAddress world
              anyTurnsInProgress2 player enemies
  
          static let determineDesiredEnemyTurn occupationMap (player : Entity) (enemy : Entity) rand =
              match enemy.ControlType with
              | Player ->
                  debug <| "Invalid ControlType '" + acstring enemy.ControlType + "' for enemy"
                  (NoTurn, rand)
              | Chaos ->
                  let nextPlayerPosition =
                      match player.ActivityState with
                      | Action _ -> player.Position
                      | Navigation navigationDescriptor -> NavigationDescriptor.nextPosition navigationDescriptor
                      | NoActivity -> player.Position
  