anchor.diff:                  )
                   |> ignore
   
  -        for (position, character) in viewCharacterTable.ByPositions do
  +        for (position, character) in loopContext.Characters.ByPositions do
               let color1 = Color.Black
   
               let representation =
  
positive.code: type MapGeneratorConsole(gameState: IGameStateMachine, initialGameData: InitialGameData) =
      inherit SadConsole.Console(40, 40)
  
  
      let mutable viewOnlyTimeTable = TimeTable()
      let mutable viewOnlyTileMap = initialGameData.TileMap
      let mutable viewCharacterTable = CharacterTable(viewOnlyTimeTable)
      let character1 = initialGameData.Characters.[0]
  
      let gameContext =
          TrackedEntity initialGameData.GameContext
  
      let createColor (color: Color) =
          SadRogue.Primitives.Color(color.R, color.G, color.B, color.A)
  
negative.code:                                 match tableEvent with
                                  | StepItem.Character character ->
                                      match character with
                                      | TableEvent.Added (row) -> Table.AddRow loopContext.Characters row
                                      | TableEvent.Updated (_, row) -> Table.AddRow loopContext.Characters row
                                      | TableEvent.Removed (row) -> Table.RemoveRow loopContext.Characters row
                                  | StepItem.GameContext context -> Tracked.Update gameContext context.NewValue))
  
              acknowledgeCallback ()
  
          base.Clear()
  
          for tileInstance in loopContext.TileMap.Tiles do
              let (position, tile, tileFeature) =
                  (tileInstance.Position, tileInstance.Tile, tileInstance.TileFeature)
  
  