anchor.diff:        if (MinDist > EnemyStats[I].Distance) then
           MinDist := EnemyStats[I].Distance;
   
  -    BestComparison := -2;
       for I := 0 to Length(EnemyStats) - 1 do
       begin
         Comparison := gAIFields.Eye.ArmyEvaluation.CompareAllianceStrength(fOwner, EnemyStats[I].Player) - (EnemyStats[I].Distance / Max(1,MinDist) - 1) * DISTANCE_COEF;
  
positive.code:     Output := False;
      // Ranged groups view: our ranged unit -> select target => each unit should fire
      GT := gt_Ranged;
      for I := AvaiableSquads[GT].Count - 1 downto 0 do
      begin
        Squad := AvaiableSquads[GT].Squads[I];
  
negative.code: 
      // Target watchtowers with archers
      GT := gt_Ranged;
      TargetIdx := 0; // Only for compiler
      for I := AvaiableSquads[GT].Count - 1 downto 0 do
      begin
        BestDist := INIT_THREAT;
  