anchor.diff:  -record(state, {entity,
   				entity_config,
   				entities,
  +				entity_event_handler,
   				player_num,
   				map,
   				timer}).
  
positive.code: 	end.
  
  attack_entity(InRangeEnemyBcEntity, #state{entity = BcEntity,
  										   entities = BcEntities} = State) ->
  	EntityUuid = bc_entity:uuid(BcEntity),
  	EnemyUuid = bc_entity:uuid(InRangeEnemyBcEntity),
  	EntitiesEvent = bc_entities:event(BcEntities),
  	gen_event:add_sup_handler(EntitiesEvent, {bc_entity_died, EntityUuid}, [EnemyUuid, self()]),
  	%% TODO set next state to attacking
  	{next_state, attacking, State}.
  
  dist_entities(#state{entity = BcEntity} = State) ->
  	NearbyBcEntities = nearby_entities(State),
  
negative.code: 	TimerRef = gen_fsm:send_event_after(5, action_complete),
  	{ok, StateName, #state{entity = UpdatedBcEntity,
  						   entity_config = BcEntityConfig, 
  						   entity_event_handler = undefined,
  					   	   entities = BcEntities, 
  						   player_num = PlayerNum,
  					   	   map = BcMap,
  