anchor.diff:                  AnimationType = CharacterAnimationFacing
                   StartTime = tickTime }
   
  -        static let tryGetNavigationPath touchPosition occupationMap (character : Entity) =
  +        static let tryGetNavigationPath touchPosition occupationMap (character : Entity) world =
               let nodes = OccupationMap.makeNavigationNodes occupationMap
               let goalNode = Map.find (vftovm touchPosition) nodes
  -            let currentNode = Map.find (vftovm character.Position) nodes
  +            let currentNode = Map.find (vftovm <| character.GetPosition world) nodes
               let optNavigationPath =
                   AStar.FindPath (
                       currentNode,
  
positive.code: 
          override dispatcher.Register gameplay world =
              world |>
                  (observe (EntityChangeEventAddress ->>- getPlayerAddress gameplay.ScreenAddress) gameplay |> subscribe handlePlayerChange) |>
                  (observe (TouchEventAddress ->>- getHudFeelerAddress gameplay.ScreenAddress) gameplay |> filter isObserverSelected |> monitor handleTouchFeeler) |>
                  (observe (DownEventAddress ->>- getHudDetailUpAddress gameplay.ScreenAddress) gameplay |> filter isObserverSelected |> monitor (handleDownDetail Upward)) |>
                  (observe (DownEventAddress ->>- getHudDetailRightAddress gameplay.ScreenAddress) gameplay |> filter isObserverSelected |> monitor (handleDownDetail Rightward)) |>
  
negative.code:             | null -> None
              | navigationPath -> Some (navigationPath |> List.ofSeq |> List.rev |> List.tail)
  
          static let isPlayerNavigatingPath gameplay world =
              let player = proxyPlayer gameplay
              ActivityState.isNavigatingPath <| player.GetActivityState world
  
          static let cancelNavigation (character : Entity) world =
              let characterActivity =
                  match character.GetActivityState world with
                  | Action _ as action -> action
                  | NoActivity -> NoActivity
                  | Navigation navDescriptor -> Navigation { navDescriptor with OptNavigationPath = None }
              character.SetActivityState characterActivity world
  
          static let anyTurnsInProgress2 (player : Entity) enemies world =
              player.GetActivityState world <> NoActivity ||
              Seq.exists
                  (fun (enemy : Entity) -> enemy.GetDesiredTurn world <> NoTurn || enemy.GetActivityState world <> NoActivity)
                  enemies
  
          static let anyTurnsInProgress address world =
              let player = World.getEntity (getPlayerAddress address) world
  