anchor.diff:          begin
             if (aHT in [ht_GoldMine, ht_IronMine, ht_CoalMine, ht_Quary]) AND CheckMine(I) then // Filter mines / chop-only woodcutters
               continue;
  -          Bid := DistFromStore(Loc) + ObstaclesInHousePlan(aHT, Loc);
  -          if  (aHT = ht_Woodcutters) then
  -          begin
  -            SpecPoint := SpecPoint;
  -            Bid := Bid - Byte(gAIFields.Influences.AvoidBuilding[SpecPoint.Y, SpecPoint.X] = 0) * CHOP_ONLY_ADVANTAGE; // Chop only mode
  -          end;
  +          Bid := + DistFromStore(Loc)
  +                 + ObstaclesInHousePlan(aHT, Loc)
  +                 - Byte((aHT = ht_Woodcutters) AND ChopOnly) * CHOP_ONLY_ADVANTAGE; // Chop only mode
             if (Bid < BestBid) then
             begin
               BestBid := Bid;
  
positive.code:         end
          else // House was destroyed
          begin
            SumCalculated := SumCalculated - 1;
          end;
        end;
  
negative.code:   Output: Boolean;
    I, BestIdx: Integer;
    Bid, BestBid: Single;
  begin
    Output := False;
    BestBid := MAX_BID;
    BestIdx := 0; // For compiler
    for I := fPlannedHouses[aHT].Count - 1 downto 0 do
      with fPlannedHouses[aHT].Plans[I] do
        if not Placed then
  