anchor.diff:      IN_PLACE_TOLERANCE = 13;
       MAX_WALKING_DISTANCE = 15;
     var
  -    NearEnemy: Boolean;
       K, L, M, PolyIdx, BestIdx, NearbyIdx: Integer;
       Distance: Cardinal;
       InitP: TKMPoint;
  
positive.code:           PolyIdx := BestIdx;
          end;
  
          NearEnemy := fQueueArray[PolyIdx].Distance < IN_PLACE_TOLERANCE;
          Groups[K].TargetPosition.Loc := gAIFields.NavMesh.Polygons[ PolyIdx ].CenterPoint;
          Groups[K].TargetPosition.Dir := KMGetDirection(InitP, Groups[K].TargetPosition.Loc );;
          Groups[K].Status := NearEnemy OR (Distance <= MAX_WALKING_DISTANCE);
          if Groups[K].Status then
          begin
            Inc(InPositionCnt);
            Inc(NearEnemyCnt,Byte(NearEnemy));
            InPositionStrength := InPositionStrength + Groups[K].Group.Count;
          end;
        end;
    end;
  
negative.code:   for K := Low(CCT) to High(CCT) do
      with CCT[K].CounterWeight do
      begin
        InPlace     := InPositionCnt      > GroupsCount   * AI_Par[ATTACK_ArmyVectorField_EvalClusters_InPlace];
        AtAdvantage := InPositionStrength > CCT[K].Threat * AI_Par[ATTACK_ArmyVectorField_EvalClusters_AtAdvantage];
        Ambushed    := NearEnemyCnt       > GroupsCount   * AI_Par[ATTACK_ArmyVectorField_EvalClusters_Ambushed];
      end;
  
    {$IFDEF DEBUG_ArmyVectorField}
  