anchor.diff:  %% Behavioural functions
   %% ====================================================================
   
  -init([PlayerNum, BcEntity, BcEntities, BcMap]) ->
  +init([BcEntity, BcEntities, BcMap]) ->
   	UpdatedBcEntity = bc_entity:set_ai_fsm(self(), BcEntity),
   	EntityType = bc_entity:entity_type(UpdatedBcEntity),
   	{ok, BcEntityConfig} = bc_entities:entity_config(EntityType, BcEntities),
  
positive.code: 		 terminate/3, 
  		 code_change/4]).
  
  -export([start_link/4,
  		 entity_died/2,
  		 damage_entity/2]).
  
  
negative.code: 	EntityBcVertices = bc_entity:vertices(BcEntity),
  	NeighborBcVertices = bc_map:reaching_neighbors(
  						   BcMap, EntityBcVertices, ?SENSE_DIST),
  	CollisionQueryRes = bc_map:query_collisions(BcMap, NeighborBcVertices),
  	UuidSet = lists:foldl(fun(#{uuid := Uuid}, Set) -> 
  						  	  sets:add_element(Uuid, Set) 
  						  end, sets:new(), CollisionQueryRes),
  	UuidList = sets:to_list(UuidSet),
  	EntityQueryRes = bc_entities:query(UuidList, BcEntities),
  	lists:map(fun(BcEntity) ->  
  			 	BcVertices = lists:filtermap(
  					fun(#{uuid := Uuid,
  