for (std::vector<Entity *>::iterator e(entities.begin()), end(entities.end()); e != end; ++e) {
if ((*e)->Hostile() && map->TileCoordinates(ToInt((*e)->Position())) == neighbor[i]) {
// TODO: move entity erase to happen after the transition or battle
+ LoadBattle(*controlled, **e);
entities.erase(e);
return true;
}