anchor.diff:        var velocityAngle = atan2(v.y, v.x);
         var velocity = sqrt(v.x * v.x + v.y * v.y);
   
  -      if (missingDistance <= 0) {
  +      if (missingDistance <= 25) {
           a.value = 0.0;
         } else {
  -        a.value = 0.001;
  +        a.value = sqrt(missingDistance) / 100000;
           o.value = angle;
         }
       });
  
positive.code:     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++) {
          var p2 = pm[entitiesAsList[j]];
          var c2 = cm[entitiesAsList[j]];
          if (c1.radius + c2.radius > p1.distanceTo(p2)) {
  
negative.code:         }
        }
      }
      if (player != null) {
        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;
          }
        }
      }
    }
  