anchor.diff:      for (int i = 0; i < entitiesAsList.length - 1; i++) {
         var p1 = pm[entitiesAsList[i]];
         var c1 = cm[entitiesAsList[i]];
  -      for (int j = i; j < entitiesAsList.length; j++) {
  +      for (int j = i + 1; j < entitiesAsList.length; j++) {
           var p2 = pm[entitiesAsList[j]];
           var c2 = cm[entitiesAsList[j]];
           if (c1.radius + c2.radius > p1.distanceTo(p2)) {
  
positive.code:         }
        }
      }
      var p2 = pm[player];
      var c2 = cm[player];
      for (int i = 0; i < entitiesAsList.length; i++) {
        var p1 = pm[entitiesAsList[i]];
        var c1 = cm[entitiesAsList[i]];
        var minDistance = c1.radius + c2.radius;
        if (minDistance > p1.distanceTo(p2)) {
          var v1 = vm[entitiesAsList[i]];
          v1.x = -v1.x * 0.8;
          v1.y = -v1.y * 0.8;
        }
      }
    }
  
negative.code:       var velocityAngle = atan2(v.y, v.x);
        var velocity = sqrt(v.x * v.x + v.y * v.y);
  
        if (missingDistance <= 25) {
          a.value = 0.0;
        } else {
          a.value = sqrt(missingDistance) / 100000;
          o.value = angle;
        }
      });
  