     deltaX = if settings.x? then Math.abs(settings.x - @entity.x) else 0
     deltaY = if settings.y? then Math.abs(settings.y - @entity.y) else 0
     delta = Math.sqrt((deltaX ** 2) + (deltaY ** 2))
+    return Promise.resolve() if delta == 0
 
     return new Promise((resolve) =>
       easing = settings.easing ? 'linear'

          return @_moveAir(airSettings)
            .then =>
              @enemy.moveState = 'water'
              #if @enemy.alive
              @_setupWaterSpot()
              @_moveWater(settings)
        else

          return @_moveWater(waterSettings)
            .then =>
              @enemy.moveState = 'air'
              @_removeWaterSpot()
              @_moveAir(settings)
        else
