anchor.diff:              | NoInput -> NoTurn
   
           static let determinePlayerTurn gameplayAddress world =
  -            let player = getPlayer gameplayAddress world
  +            let player = World.getEntity (getPlayerAddress gameplayAddress) world
               match player.ActivityState with
               | Action _ -> NoTurn
               | Navigation navigationDescriptor ->
                   let walkDescriptor = navigationDescriptor.WalkDescriptor
                   if player.Position = vmtovf walkDescriptor.WalkOriginM then
  -                    let field = getField gameplayAddress world
  -                    let enemies = getEnemies gameplayAddress world
  +                    let field = World.getEntity (getFieldAddress gameplayAddress) world
  +                    let enemies = World.getEntities (getEnemyAddresses gameplayAddress world) world
                       let occupationMapWithEnemies = OccupationMap.makeFromFieldTilesAndCharacters field.FieldMapNp.FieldTiles enemies
                       let walkDestinationM = walkDescriptor.WalkOriginM + dtovm walkDescriptor.WalkDirection
                       if Map.find walkDestinationM occupationMapWithEnemies then CancelTurn
  
positive.code:             (enemyTurns, rand)
  
          static let determinePlayerTurnFromTouch touchPosition gameplayAddress world =
              let field = getField gameplayAddress world
              let player = getPlayer gameplayAddress world
              let enemies = getEnemies gameplayAddress world
              if not <| anyTurnsInProgress2 player enemies then
                  let touchPositionW = Camera.mouseToWorld Relative touchPosition world.Camera
                  let occupationMapWithAdjacentEnemies =
  
negative.code: 
              // construct occupation map
              let occupationMap =
                  let field = World.getEntity (getFieldAddress gameplayAddress) world
                  let enemies = World.getEntities (getEnemyAddresses gameplayAddress world) world
                  OccupationMap.makeFromFieldTilesAndCharactersAndDesiredTurn field.FieldMapNp.FieldTiles enemies playerTurn
  
              // determine player activity
  