anchor.diff:  					right
   			end
   	end.
  -
  -calculate_damage(BcEntityConfig, EnemyBcEntity, BcEntities) ->
  -	EnemyEntityType = bc_entity:entity_type(EnemyBcEntity),
  -	{ok, EnemyBcEntityConfig} = bc_entities:entity_config(EnemyEntityType, BcEntities),
  -	EntityClass = bc_entity_config:entity_class(BcEntityConfig),
  -	EnemyEntityClass = bc_entity_config:entity_class(EnemyBcEntityConfig),
  -	Modifier = 
  -		case {EntityClass, EnemyEntityClass} of
  -			{infantry, light_armor} -> 0.8;
  -			{infantry, armor} -> 0.65;
  -			{anti_infantry, infantry} -> 1.35;
  -			{anti_infantry, light_armor} -> 0.75;
  -			{anti_infantry, armor} -> 0.7;
  -			{armor, structure} -> 1.3;
  -			{light_armor, structure} -> 1.2;
  -			_ -> 1.0
  -		end,
  -	{MinDamage, MaxDamage} = bc_entity_config:damage(BcEntityConfig),
  -	{ModMinDamage, ModMaxDamage} = {erlang:trunc(MinDamage * Modifier), 
  -									erlang:trunc(MaxDamage * Modifier)},
  -	DamageDiff = ModMaxDamage - ModMinDamage,
  -	RandDamage = rand:uniform(DamageDiff),
  -	ModMinDamage + RandDamage.
   
   nearby_entities(#state{entity = BcEntity, 
   					   entities = BcEntities, 
  
positive.code: 					false -> false 
  			end 
  		end, EnemyInRangeVertices).
  
  move_in_range(InRangeBcVertices, NearbyBcEntities, 
  			  #state{entity = BcEntity, map = BcMap} = State) ->
  
negative.code: 	TimerRef = send_action_complete(MoveSpeed),
  	{next_state, moving, State#state{timer = TimerRef}}.
  
  reorient_entity(Orientation, BcEntity, BcEntities) ->
  	case bc_entity:orientation(BcEntity) =:= Orientation of
  		true ->
  