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: 			undefined
  	end.	
  
  on_entity_moved(MovedBcEntity, #state{entity = BcEntity, 
  									  entity_config = BcEntityConfig,
  									  entities = BcEntities,
  									  path = PathBcVertices} = State) ->	
  	UpdatedBcVertices = bc_entity:vertices(MovedBcEntity),
  	case update_path(UpdatedBcVertices, PathBcVertices) of
  		undefined ->							
  			on_moved(State#state{entity = MovedBcEntity,
  								 path = undefined,
  								 targets = []});
  		UpdatedPath ->
  			on_moved(State#state{entity = MovedBcEntity,
  								 path = UpdatedPath})
  	end.
  
  on_moved(#state{entity = BcEntity, 
  				entity_config = BcEntityConfig, 
  				entities = BcEntities} = State) ->
  	EntitiesEventPid = bc_entities:event(BcEntities),
  	gen_event:notify(EntitiesEventPid, {entity_moved, BcEntity}),
  