anchor.diff:        //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;
  
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:         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;
  