anchor.diff:  end;
   
   
  -function TNavMeshInfluenceSearch.FindClosestEnemies(const aOwner: TKMHandIndex; aCenterPoints: TKMPointArray; aHouseInfluence: Boolean = True): Boolean;
  +function TNavMeshInfluenceSearch.FindClosestEnemies(const aOwner: TKMHandIndex; aCenterPoints: TKMPointArray; var aEnemiesStats: TKMEnemyStatisticsArray; aHouseInfluence: Boolean = True): Boolean;
   const
     MAX_ENEMIES_AT_ONCE = 3;
   var
  
positive.code:     fOwner: TKMHandIndex;
      fHouseInfluence: Boolean;
      fHighEnemiesIdx, fHighStatsIdx, fMaxEnemiesCnt: Integer;
  
      function CanBeExpanded(const aIdx: Word): Boolean; override;
      procedure MarkAsVisited(const aIdx, aDistance: Word; const aPoint: TKMPoint); override;
    public
      EnemiesStats: TKMEnemyStatisticsArray;
      function FindClosestEnemies(const aOwner: TKMHandIndex; aCenterPoints: TKMPointArray; aHouseInfluence: Boolean = True): Boolean;
    end;
  
    // 1 universal class for city and army influence flood fill
  
negative.code:   // Init variables
    fMaxEnemiesCnt := Min(Cnt, MAX_ENEMIES_AT_ONCE);
    fHighEnemiesIdx := fMaxEnemiesCnt - 1;
    SetLength(fEnemiesStats, fMaxEnemiesCnt);
    fHighStatsIdx := 0;
  
    // Flood fill
  