anchor.diff:    and InRange(aPlayer, 0, gHands.Count - 1) and (gHands[aPlayer].Enabled) then
       Result := gHands[aPlayer].FogOfWar.CheckTileRevelation(aX, aY) > 0
     else
  -    LogError('States.FogRevealed', [aX, aY]);
  +    LogError('States.FogRevealed', [aPlayer, aX, aY]);
   end;
   
   
  
positive.code:   Result := 0;
    if InRange(aPlayer, 0, gHands.Count - 1)
    and (gHands[aPlayer].Enabled) then
      for B in [Low(UnitIndexToType)..High(UnitIndexToType)] do
        if B in aTypes then
          inc(Result, gHands[aPlayer].Stats.GetUnitQty(UnitIndexToType[B]))
    else
  
negative.code:   Result := 0;
    if InRange(aPlayer, 0, gHands.Count - 1)
    and (gHands[aPlayer].Enabled) then
      for B := Low(UnitIndexToType) to High(UnitIndexToType) do
        if B in aTypes then
          inc(Result, gHands[aPlayer].Stats.GetUnitLostQty(UnitIndexToType[B]))
    else
  