anchor.diff:              AvoidBulding := gAIFields.Influences.AvoidBuilding[Point.Y,Point.X];
               if (AvoidBulding < AVOID_BUILDING_FOREST_MINIMUM) then
                 VisitArr[Point.Y,Point.X] := UNVISITED_TREE
  -            else if (AvoidBulding < AVOID_BUILDING_FOREST_LIMIT) then
  +            else if (AvoidBulding < GA_EYE_GetForests_InflLimit) then
                 VisitArr[Point.Y,Point.X] := UNVISITED_TREE_IN_FOREST
               else
                 VisitArr[Point.Y,Point.X] := VISITED_TILE; // Tree in full forest -> ignore it
  
positive.code:       NodeArr[ PolyArr[aIdx].Indices[2] ].Loc.X,
        NodeArr[ PolyArr[aIdx].Indices[2] ].Loc.Y, aColor);
    end;
  const
    COLOR_WHITE = $80FFFFFF;
    COLOR_BLACK = $80000000;
    COLOR_GREEN = $CC00FF00;
    COLOR_RED = $800000FF;
    COLOR_YELLOW = $8000FFFF;
    COLOR_BLUE = $80FF0000;
  //var
  //  I: Integer;
  begin
    { Coal
    for I := 0 to Length(fCoalPolygons) - 1 do
      DrawTriangle(I, $FF00FF OR (Min($FF,Round(fCoalPolygons[I]*5)) shl 24));
  
negative.code:                 end;
                end;
              end;
            if (Cnt > GA_EYE_GetForests_MinTrees) then
            begin
              Point := KMPoint( Round(sumPoint.X/Cnt), Round(sumPoint.Y/Cnt) );
              aForests.Add( Point, Cardinal(PartOfForest) );
              aForests.Tag2[aForests.Count-1] := Round(Cnt);
            end;
          end;
        end;
  