anchor.diff:  %% Main loop.
   
   init(X, Y, State0) ->
  -    region:add_sector(X, Y, self()),       % Put us in some region
  +    % Put us in some region
  +    region:add_sector(X, Y, self()),
       {_,State1} = luerl:call_function([this_unit,start], [], State0),
       {_,State2} = luerl:call_function([this_unit,set_position], [X,Y], State1),
       {_,State3} = luerl:call_function([this_unit,set_speed], [0,0], State2),
       proc_lib:init_ack({ok,self()}),
  -    loop(State3, infinity, make_ref(), 0). % Start with dummy tick ref
  +    % Start with dummy tick ref
  +    loop(State3, infinity, make_ref(), 0).
   
   %% loop(LuerlState, Tick, TickRef, TickCount) -> no_return().
   
  
positive.code:     Message = "get_training_queue",
      lager:warning("execute bwapi ~p function \n", [Message]).
  
  
  lua_do(Unit, Command) ->             % "do" any Lua command
      call(Unit, {lua_do, Command}).
  
  gc(Unit) ->
  
negative.code: 
  %% init our bwapi environment approximation
  game_type() ->
      Message = "game_type",
      lager:warning("execute bwapi ~p function \n", [Message]).
  
  net_mode() ->
      Message = "net_mode",
      lager:warning("execute bwapi ~p function \n", [Message]).
  
  active_tile_array() -> 
      Message = "active_tile_array",
      lager:warning("execute bwapi ~p function \n", [Message]).
  
  mini_tile_flags() -> 
      Message = "mini_tile_flags",
      lager:warning("execute bwapi ~p function \n", [Message]).
  
  tile_set_map() ->
      Message = "tile_set_map",
      lager:warning("execute bwapi ~p function \n", [Message]).
  
  map_tile_array() -> 
      Message = "map_tile_array",
      lager:warning("execute bwapi ~p function \n", [Message]).
  
  trigger_vectors() ->
      Message = "trigger_vectors",
      lager:warning("execute bwapi ~p function \n", [Message]).
  