anchor.diff:                      else (enemies, rand)
                   | None -> (enemies, rand)
   
  -            // update enemy activities
  -            let enemies = updateEnemyActivities player enemies
  +            // update enemy activities in accordance with the player's current activity
  +            let enemies =
  +                match player.ActivityState with
  +                | Action _ -> enemies
  +                | Navigation _ -> updateEnemyNaviagationActivities enemies
  +                | NoActivity -> updateEnemyActivities enemies
   
               // advance player activity
               let player = CharacterActivity.advanceActivity player
  
positive.code:                             match enemy.DesiredTurn with
                              | ActionTurn _ -> NoActivity
                              | NavigationTurn navigationDescriptor -> Navigation navigationDescriptor
                              | CancelTurn -> failwith "Unexpected match in InfinityRpg.GameplayDispatcher.determineEnemyNavigationActivities."
                              | NoTurn -> NoActivity
                          else NoActivity
                      enemyActivity :: enemyActivities)
  
negative.code:                 Entity.setDesiredTurn NoTurn enemy
              else enemy
  
          static let updateEnemyNaviagationActivities enemies =
              let newEnemyNavigationActivities = determineEnemyNavigationActivities enemies
              let anyEnemyNavigationActivity =
                  List.exists
                      (function Navigation _ -> true | Action _ | NoActivity -> false)
                      newEnemyNavigationActivities
              if anyEnemyNavigationActivity
              then List.map2 tryUpdateEnemyActivity newEnemyNavigationActivities enemies
              else enemies
  
          static let updateEnemyActivities enemies =
              let newEnemyActionActivities = determineEnemyActionActivities enemies 
              let newEnemyNavigationActivities = determineEnemyNavigationActivities enemies
              let anyEnemyActionActivity =
                  List.exists
                      (function Action _ -> true | Navigation _ | NoActivity -> false)
                      newEnemyActionActivities
              let newEnemyActivities = if anyEnemyActionActivity then newEnemyActionActivities else newEnemyNavigationActivities
              List.map2 tryUpdateEnemyActivity newEnemyActivities enemies
  
          static let advanceCharacters gameplayAddress playerTurn world =
  
  