anchor.diff:      type GameplayDispatcher () =
           inherit ScreenDispatcher<Gameplay, GameplayMessage, GameplayCommand> (Gameplay.initial)
   
  -        static let tryGetNavigationPath (_ : CharacterIndex) coordinates gameplay =
  +        static let tryGetNavigationPath coordinates gameplay =
               let fieldTiles = gameplay.Field.FieldMapNp.FieldTiles
               let characterPositions = gameplay.Chessboard.OccupiedSpaces |> List.map (fun coordinates -> vctovf coordinates)
               let currentCoordinates = Gameplay.getCoordinates PlayerIndex gameplay
  
positive.code:         | MakeEnemyMoves
          | TryContinuePlayerNavigation
          | TryMakePlayerMove of PlayerInput
          | TryHaltPlayer
          | TransitionMap of Direction
          | HandleMapChange of PlayerInput
          | StartGameplay
  
negative.code:                     [Entity.Position == v2 184.0f -144.0f; Entity.Size == v2 288.0f 48.0f; Entity.Depth == 10.0f
                       Entity.Text == "Halt"
                       Entity.Enabled <== gameplay --> fun gameplay -> gameplay.Round.IsPlayerTraveling
                       Entity.ClickEvent ==> msg HaltPlayer]
  
                   Content.button Simulants.HudSaveGame.Name
                      [Entity.Position == v2 184.0f -200.0f; Entity.Size == v2 288.0f 48.0f; Entity.Depth == 10.0f
  