anchor.diff:              Seq.fold
                   (fun (generatedMap, rand) coordinates ->
                       let (n, rand) = Rand.nextIntUnder 1 rand
  -                    let upCoordinates = coordinates + v2iUp
  -                    let rightCoordinates = coordinates + v2iRight
  -                    let downCoordinates = coordinates + v2iDown
  -                    let leftCoordinates = coordinates + v2iLeft
  -                    if  MapBounds.isPointInBounds upCoordinates buildBoundsC && Map.find upCoordinates originalMap = WaterTile ||
  -                        MapBounds.isPointInBounds rightCoordinates buildBoundsC && Map.find rightCoordinates originalMap = WaterTile ||
  -                        MapBounds.isPointInBounds downCoordinates buildBoundsC && Map.find downCoordinates originalMap = WaterTile ||
  -                        MapBounds.isPointInBounds leftCoordinates buildBoundsC && Map.find leftCoordinates originalMap = WaterTile then
  +                    if anAdjacentTileIs coordinates WaterTile buildBoundsC originalMap then
                           if n = 0 && Map.find coordinates generatedMap <> PathTile
                           then (Map.add coordinates WaterTile generatedMap, rand)
                           else (generatedMap, rand)
  
positive.code:     let StoneTile = { TileSheetCoordinates = v2i 2 3; TileType = Impassable }
      let WaterTile = { TileSheetCoordinates = v2i 0 1; TileType = Impassable }
  
      let makeGrid boundsC =
          seq {
              for i in boundsC.CornerNegative.X .. boundsC.CornerPositive.X do
  
negative.code:         let grid = makeGrid buildBoundsC
          Seq.fold
              (fun (generatedMap, rand) coordinates ->
                  if Map.find coordinates generatedMap = GrassTile && alldjacentTilesAre coordinates PathTile buildBoundsC generatedMap then
                      (Map.add coordinates StoneTile generatedMap, Rand.advance rand)
                  else (generatedMap, Rand.advance rand))
              (generatedMap, rand)
              grid
  