anchor.diff:        fEnemies[I] := fEnemies[ fHighEnemiesIdx ];
         fHighEnemiesIdx := fHighEnemiesIdx - 1;
         fHighStatsIdx := fHighStatsIdx + 1;
  -      if not CanBeVisited(aIdx) then
  +      if not CanBeExpanded(aIdx) then
           break;
       end;
   end;
  
positive.code:   TKMInfluenceFloodFill = class(TNavMeshFloodFill)
    private
      fCityFlood: Boolean;
      fHouseInfluence: Byte;
      fUnitStrength, fMaxDistance: Word;
      fGroupType: TGroupType;
    protected
      fOwner: TKMHandIndex;
      function CanBeVisited(const aIdx: Word): Boolean; override;
      procedure MarkAsVisited(const aIdx, aDistance: Word; const aPoint: TKMPoint); override;
    public
      function MilitaryPresence(aPlayer: TKMHandIndex; aUnitStrength, aMaxDistance, aMaximalIdx: Word; aGroupType: TGroupType; aInitIdxArray: TKMWordArray): Boolean;
  
negative.code: uses
    KM_AIFields, KM_NavMesh, KM_HandsCollection;
  
  
  {TNavMeshInfluenceSearch}
  function TNavMeshInfluenceSearch.CanBeExpanded(const aIdx: Word): Boolean;
  begin
    // Can be visited only in case that we have space in array (and we are not out of enemies)
    Result := (fHighEnemiesIdx >= 0) AND (fHighStatsIdx < fMaxEnemiesCnt);
  