anchor.diff:  
   battle_loop(
       #{agility:=AG}=A, #{agility:=DG}=D,
  -    #{is_latter:=true, rem_atk:=0, seq_no:=SeqNo}=B, L
  +    #{is_defence_done:=true, rem_atk:=0, seq_no:=SeqNo}=B, L
   ) ->
   
       erlang:display('start new round'),
       
  -    NewB = B#{ is_latter := false, rem_atk := 2, seq_no := SeqNo + 1},
  +    NewB = B#{ is_defence_done := false, rem_atk := 2, seq_no := SeqNo + 1},
   
       case AG > DG of
           true -> battle_loop(A, D, NewB, L);
  
positive.code:         def_damage => 0,  % damage taken by defenser
          atk_damage => 0,  % damage taken by offenser
          
          is_latter => false,
          rem_atk => 2,
          effect_name => null,
          effect_action_list => EffectList,
  
negative.code: 
      {MovedA, MovedD, MovedB} = attacks:plain_attack({A, D, B}),
  
      LogAfterAttack = [update_log(MovedA, MovedD, MovedB) | L],
  
  %    {PostA, PostD, PostB} = effect:apply_effects({MovedA, MovedD, MovedB}),
  
  