anchor.diff:  			_ ->
   				State
   		end,
  +	Damage = calculate_damage(BcEntityConfig, 
  +							  InRangeEnemyBcEntity, 
  +							  BcEntityConfig),
  +	%% TODO calculate attack speed and publish attacking event
   	{next_state, attacking, UpdatedState}.
  +
  +calculate_damage(BcEntityConfig, EnemyBcEntity, BcEntities) ->
  +	EnemyEntityType = bc_entity:entity_type(EnemyBcEntity),
  +	{ok, EnemyBcEntityConfig} = bc_entities:entity_config(EnemyEntityType),
  +	10.
   
   dist_entities(#state{entity = BcEntity} = State) ->
   	NearbyBcEntities = nearby_entities(State),
  
positive.code: %% All State functions
  %% ====================================================================
  
  handle_event(Event, StateName, StateData) ->
  	
      {next_state, StateName, StateData}.
  
  handle_sync_event(Event, From, StateName, StateData) ->
      Reply = ok,
  
negative.code: 	end.
  
  attack_entity(InRangeEnemyBcEntity, #state{entity = BcEntity,
  										   entity_config = BcEntityConfig,
  										   entities = BcEntities,
  										   entity_event_handler = EventHandler} = State) ->
  	UpdatedState =
  