anchor.diff:              else NoTurn
   
           static let determinePlayerTurnFromDetailNavigation direction gameplayAddress world =
  -            let field = getField gameplayAddress world
  -            let player = getPlayer gameplayAddress world
  -            let enemies = getEnemies gameplayAddress world
  +            let field = World.getEntity (getFieldAddress gameplayAddress) world
  +            let player = World.getEntity (getPlayerAddress gameplayAddress) world
  +            let enemies = World.getEntities (getEnemyAddresses gameplayAddress world) world
               if not <| anyTurnsInProgress2 player enemies then
                   let occupationMapWithEnemies = OccupationMap.makeFromFieldTilesAndCharacters field.FieldMapNp.FieldTiles enemies
                   determineCharacterTurnFromDirection direction occupationMapWithEnemies player enemies
  
positive.code: 
              // run enemy activities in accordance with the player's current activity
              let world =
                  let player = getPlayer gameplayAddress world
                  let enemyAddresses = getEnemyAddresses gameplayAddress world
                  let enemies = World.getEntities enemyAddresses world
                  match player.ActivityState with
  
negative.code:             | null -> None
              | navigationPath -> Some (navigationPath |> List.ofSeq |> List.rev |> List.tail)
  
          static let isPlayerNavigatingPath gameplayAddress world =
              let player = World.getEntity (getPlayerAddress gameplayAddress) world
              ActivityState.isNavigatingPath player.ActivityState
  
          static let cancelNavigation (character : Entity) =
              let characterActivity = character.ActivityState
              let characterActivity =
  