anchor.diff:                  let time = World.getTickTime world
                   let model = BattleDispatcher.updateCharacter (fun character -> { character with CharacterAnimationState = (CharacterAnimationState.setCycle (Some time) WoundCycle) character.CharacterAnimationState }) characterIndex model
                   just model
  -            | Tick ->
  -                if World.isTicking world
  -                then BattleDispatcher.tick model world
  -                else just model
               | ReticlesSelect (enemy, index) ->
                   let ally = Simulants.Ally index
                   match model.BattleState with
  
positive.code: 
      type [<NoEquality; NoComparison>] ActionCommand =
          { Action : ActionType
            Source : Entity
            TargetOpt : Entity option }
  
          static member make action source targetOpt =
              { Action = action
  
negative.code:         | ReadyCharactersM
          | PoiseCharactersM
          | CelebrateCharactersM of bool
          | AdvanceCharactersM
          | AttackCharacterM of CharacterIndex * CharacterIndex
          | ResetCharacterM of CharacterIndex
          | DamageCharacterM of CharacterIndex
          | PoiseCharacterM of CharacterIndex
          | WoundCharacterM of CharacterIndex
          | ReticlesSelect of CharacterIndex * int
          | Tick
  
      and [<NoComparison>] IndexedCommand =
          | RegularMenuShow
  