anchor.diff:  						 timer = TimerRef}}.
   
   sensing(action, State) ->
  -	TimerRef = gen_fsm:send_event_after(10, {move, down}),
  -    {next_state, moving, State#state{timer = TimerRef}}.
  +	move(down, State).
   
  -moving({move, Direction}, #state{entity_config = BcEntityConfig} = State) ->
  +moving({timeout, Ref, action_complete}, State) ->
   	%% TODO move and publish event
  -	MoveSpeed = bc_entity_config:move_speed(BcEntityConfig),
  -	MoveDelay = 1000 * MoveSpeed,
  -	TimerRef = gen_fsm:send_event_after(MoveDelay, action),
  -	{next_state, sensing, State#state{timer = TimeRef}}
  +	{next_state, sensing, State}
   
   handle_event(Event, StateName, StateData) ->
       {next_state, StateName, StateData}.
  
positive.code: %% Internal functions
  %% ====================================================================
  
  
  
  
negative.code: init([BcEntity, BcEntities, BcMap]) ->
  	EntityType = bc_entity:entity_type(BcEntity),
  	{ok, BcEntityConfig} = bc_entities:entity_config(EntityType, BcEntities),
  	TimerRef = gen_fsm:send_event_after(50, action),
  	{ok, sensing, #state{entity = BcEntity,
  						 entity_config = BcEntityConfig 
  					   	 entities = BcEntities, 
  