anchor.diff:                (push nlocation unclaimed-neighbors))))))
       (when unclaimed-neighbors
         (claim-parts unclaimed-neighbors grid))
  -    (setf (current-unclaimed grid) (count cell-unclaimed (cells grid)))))
  +    (let ((new-unclaimed (count cell-unclaimed (cells grid))))
  +      (prog1 (- (current-unclaimed grid) new-unclaimed)
  +        (setf (current-unclaimed grid) new-unclaimed)))))
   
   (defun claim-parts (possibilities grid)
     (with-weight-computation (:delay grid)
  
positive.code:        (setf (claiming-p player) t))
        (#.cell-edge
         (when (claiming-p player)
           (claim-cells (grid player))
           (setf (claiming-p player) nil)))
        (t (warn "Player changed to a cell it shouldn't have changed to (~D)." cell)))))
  
  
negative.code:   (do-objects (player :type 'player)
      (player-die player)))
  
  (defun enemy-die (enemy)
    (setf (death-tick enemy) 0)
    (do-objects (player :type 'player)
      (increment-score (floor (score player) 10) player)))
  
  
  ;;;; Game
  