anchor.diff:  move(Direction, #state{entity = BcEntity, 
   					   entity_config = BcEntityConfig,		 
   					   entities = BcEntities,
  -					   map = BcMap,
  -					   path = Path} = State) ->
  +					   map = BcMap} = State) ->
   	OriginalBcCollision = bc_entity:to_collision(BcEntity),
   	UpdatedBcCollision = bc_collision:move(Direction, OriginalBcCollision),
   	UpdatedBcVertices = bc_collision:vertices(UpdatedBcCollision),
  
positive.code: 		true ->			
  			MoveBcVertex = lists:nth(1, PathBcVertices),
  			Direction = bc_entity_util:move_direction(BcEntity, MoveBcVertex),
  			move(Direction, State);
  		false ->
  			sense(State#state{path = undefined,
  							  targets = []})
  	end.
  	
  choose_path(InRangeBcVertices, NearbyBcEntities, 
  			#state{entity = BcEntity, map = BcMap} = State) ->
  	SortedDistBcVertices = sorted_dist_vertices(InRangeBcVertices, State),
  
negative.code: 				ok ->
  					MovedBcEntity = bc_entity:set_vertices(UpdatedBcVertices, BcEntity),
  					ReorientedBcEntity = reorient_entity(Direction, MovedBcEntity, BcEntities),
  					{ok, ReorientedBcEntity};
  				{error, _} = Error ->
  					Error
  			end;
  		false ->
  			{error, not_vertices}
  	end.
  
  stand(State) ->
  