anchor.diff:  	RandDamage = rand:uniform(DamageDiff),
   	ModMinDamage + RandDamage.
   
  -dist_entities(BcEntities) ->
  -	NearbyBcEntities = nearby_entities(State),
  -	lists:map(fun(NearbyBcEntity) ->
  -				Distance = bc_entity_util:entity_distance(BcEntity, NearbyBcEntity),
  -				{Distance, NearbyBcEntity}
  -			  end, NearbyBcEntities).
  -
   nearby_entities(#state{entity = BcEntity, 
   					   entities = BcEntities, 
   					   map = BcMap} = State) ->
  
positive.code: 			move_enemy_base(State)
  	end.
  
  plan_enemy_actions(EnemyBcEntites, NearbyBcEntities, 
  				   #state{entity = BcEntity, 
  						  entity_config = BcEntityConfig, 
  						  map = BcMap} = State) ->
  
negative.code: 			BaseBcVertices = bc_map:base_vertices(BcMap, EnemyNum),
  			Range = bc_entity_config:range(BcEntityConfig),
  			InRangeBcVertices = bc_map:reaching_neighbors(BcMap, BaseBcVertices, Range),
  			NearbyEntities = nearby_entities(State),
  			move_in_range(InRangeBcVertices, NearbyEntities, State)
  	end.
  
  move(Direction, #state{entity = BcEntity, 
  