anchor.diff:          end
           else if (gTerrain.TileIsCoal(X, Y) > 1) then
           begin
  -          //if CanAddHousePlan(Loc, ht_CoalMine, True, False) then
             Inc(fCoalPolygons[  gAIFields.NavMesh.KMPoint2Polygon[ Loc ]  ]);
           end
           else if (gTerrain.TileIsStone(X, Y) > 0) then
  
positive.code:   fGoldMines.Free;
    fIronMines.Free;
    fStoneMiningTiles.Free;
    fInitForests.Free;
  
    fArmyEvaluation.Free;
  
  
negative.code:           if (Y < gTerrain.MapY - 1) AND (tpWalk in gTerrain.Land[Y+1,X].Passability) then
              fStoneMiningTiles.Add(KMPoint(X,Y));
          end;
        end;
    finally
      SearchResource.Free();
    end;
  end;
  
  
  