anchor.diff:          Exit;
         end;
     end;
  -
  +  // New AI does not use flood fill -> unreachable areas must be detected and building of houses must be avoided here
     procedure InitReachableArea();
     var
       PL: TKMHandIndex;
  
positive.code: 
      if (Cnt > 0) then
        //fFloodFill.MilitaryPresence(aPL, gAIFields.Eye.ArmyEvaluation.GroupStrength(G), MAX_DISTANCE, Cnt-1, G.GroupType, PointArr);
        fFloodFill.MilitaryPresence(aPL, Max(G.Count,30), MAX_DISTANCE, Cnt-1, G.GroupType, PointArr);
    end;
  end;
  
  
negative.code:       //fAreas[Y,X] := Max(0, Min(255,cnt) * Byte(  gRes.Tileset.TileIsWalkable( gTerrain.Land[Y, X].Terrain )  ));
      end;
    end;
    //procedure InitAreas();
    //const
    //  RAD = 4;
    //  MAX_ELEMENTS = (RAD*2+1) * (RAD*2+1);
    //  COEF = Round(255 / MAX_ELEMENTS - 0.5);
    //var
    //  X,Y, X0,Y0, cnt: Integer;
    //begin
    //  for Y := 1 to fMapY - 1 do
    //  for X := 1 to fMapX - 1 do
    //  begin
    //    cnt := MAX_ELEMENTS;
    //    for Y0 := Max(1, Y - RAD) to Min(Y + RAD, fMapY - 1) do
    //    for X0 := Max(1, X - RAD) to Min(X + RAD, fMapX - 1) do
    //      cnt := cnt - Byte(  not gRes.Tileset.TileIsWalkable( gTerrain.Land[Y0, X0].Terrain )  );
    //    fAreas[Y,X] := Max(0, Min(255,cnt) * Byte(  gRes.Tileset.TileIsWalkable( gTerrain.Land[Y, X].Terrain )  ));
    //  end;
    //end;
    //procedure InitNavMeshAreas();
    //var
    //  WAD: TKMWalkableAreasDetector;
  