anchor.diff:    EnemyStats := gAIFields.Influences.InfluenceSearch.EnemiesStats;
   
     // Calculate strength of alliance, find best comparison - value in interval <-1,1>, positive value = advantage, negative = disadvantage
  +  BestComparison := -1;
     if (Length(EnemyStats) > 0) then
     begin
       // Find closest enemy
  
positive.code:     Output := False;
      // Ranged groups view: our ranged unit -> select target => each unit should fire
      GT := gt_Ranged;
      for I := AvaiableSquads[GT].Count - 1 downto 0 do
      begin
        Squad := AvaiableSquads[GT].Squads[I];
  
negative.code:               ClosestIdx := K;
              end;
            end;
          if (ClosestDist = INIT_DIST) then
            break;
          Squads[ClosestIdx].FinalPosition := KMPointDir(Position, Dir);
          Squads[ClosestIdx].TimeLimit := gGame.GameTickCount + KMDistanceAbs(Position, Squads[ClosestIdx].Position) * TIME_PER_A_TILE;
  