anchor.diff:      Message = "get_training_queue",
       lager:warning("execute bwapi ~p function \n", [Message]).
   
  -
  -lua_do(Unit, Command) ->             % "do" any Lua command
  +% "do" any Lua command
  +
  +lua_do(Unit, Command) ->
       call(Unit, {lua_do, Command}).
   
   gc(Unit) ->
  
positive.code: 
  %% init our bwapi environment approximation
  game_type() ->
  	Message = "game_type",
      lager:warning("execute bwapi ~p function \n", [Message]).
  
  net_mode() ->
  	Message = "net_mode",
      lager:warning("execute bwapi ~p function \n", [Message]).
  
  active_tile_array() -> 
  	Message = "active_tile_array",
      lager:warning("execute bwapi ~p function \n", [Message]).
  
  mini_tile_flags() -> 
  	Message = "mini_tile_flags",
      lager:warning("execute bwapi ~p function \n", [Message]).
  
  tile_set_map() ->
  	Message = "tile_set_map",
      lager:warning("execute bwapi ~p function \n", [Message]).
  
  map_tile_array() -> 
  	Message = "map_tile_array",
      lager:warning("execute bwapi ~p function \n", [Message]).
  	
  trigger_vectors() ->
      Message = "trigger_vectors",
      lager:warning("execute bwapi ~p function \n", [Message]).
  
negative.code: %% Main loop.
  
  init(X, Y, State0) ->
      % Put us in some region
      region:add_sector(X, Y, self()),
      {_,State1} = luerl:call_function([this_unit,start], [], State0),
      {_,State2} = luerl:call_function([this_unit,set_position], [X,Y], State1),
      {_,State3} = luerl:call_function([this_unit,set_speed], [0,0], State2),
      proc_lib:init_ack({ok,self()}),
      % Start with dummy tick ref
      loop(State3, infinity, make_ref(), 0).
  
  %% loop(LuerlState, Tick, TickRef, TickCount) -> no_return().
  
  