anchor.diff:              let (_, player, enemies) = getParticipants gameplayAddress world
               anyTurnsInProgress2 player enemies
   
  -        static let determineDesiredEnemyTurn playerActivity occupationMap (player : Entity) (enemy : Entity) rand =
  +        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 playerActivity with
  +                    match player.ActivityState with
                       | Action _ -> player.Position
                       | Navigation navigationDescriptor -> NavigationDescriptor.nextPosition navigationDescriptor
                       | NoActivity -> player.Position
  
positive.code: 
              // 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)
  
              // update enemy activities in accordance with the player's current activity
              let enemies =
  
negative.code:                     (enemyTurn, rand)
              | Uncontrolled -> (NoTurn, rand)
  
          static let determineDesiredEnemyTurns occupationMap player enemies rand =
              let (_, enemyTurns, rand) =
                  List.foldBack
                      (fun (enemy : Entity) (occupationMap, enemyTurns, rand) ->
                          let (enemyTurn, rand) = determineDesiredEnemyTurn occupationMap player enemy rand
                          let occupationMap = OccupationMap.transferByDesiredTurn enemyTurn enemy occupationMap
                          (occupationMap, enemyTurn :: enemyTurns, rand))
                      enemies
  