anchor.diff:                  (enemyTurn, rand)
               | Uncontrolled -> (NoTurn, rand)
   
  -        static let determineEnemyTurns field enemies rand =
  +        static let determineEnemyTurns playerTurn field enemies rand =
               List.foldBack
                   (fun (enemy : Entity) (enemyTurns, rand) ->
  -                    let (enemyTurn, rand) = determineEnemyTurn field enemy rand
  +                    let (enemyTurn, rand) = determineEnemyTurn (playerTurn :: enemyTurns) field enemy rand
                       (enemyTurn :: enemyTurns, rand))
                   enemies
                   ([], rand)
  
positive.code:             let world = snd <| World.removeGroup SceneAddress scene world
              (Cascade, world)
  
          static let determineEnemyTurn field (enemy : Entity) rand =
              match enemy.ControlType with
              | Player ->
                  debug <| "Invalid ControlType '" + acstring enemy.ControlType + "' for enemy"
  
negative.code:                 let (player, enemies, rand) =
                      match playerTurn with
                      | NavigationTurn navigationDescriptor ->
  
                          // get enemy turns
                          let (enemyTurns, rand) = determineEnemyTurns playerTurn field enemies rand
  
                          // ->
                          // -> any intermediate processing of turns goes here
  