anchor.diff:      if (aHT in [htGoldMine, htIronMine]) then
         continue;
       // Make sure we can add road below house;
  -    if (Dir = dirS) AND not CheckRoad(X,Y) then // Direction south
  +    if (Dir = dirS) AND not CanBeRoad(X,Y) then // Direction south
         Exit;
       // Quarry / Woodcutters / CoalMine / Towers may take place for mine so its arena must be scaned completely
       if aIgnoreAvoidBuilding then
  
positive.code:   for Dir := Low(fHousesMapping[aHT].Surroundings[I]) to High(fHousesMapping[aHT].Surroundings[I]) do
    for K := Low(fHousesMapping[aHT].Surroundings[I,Dir]) to High(fHousesMapping[aHT].Surroundings[I,Dir]) do
    begin
      Y := aLoc.Y + fHousesMapping[aHT].Surroundings[I,Dir,K].Y;
      X := aLoc.X + fHousesMapping[aHT].Surroundings[I,Dir,K].X;
      Point := KMPoint(X,Y);
      // Surrounding tiles must not be a house
      for PL := 0 to gHands.Count - 1 do
  
negative.code:     end
      // For "normal" houses there must be at least 1 side also free (on the left or right from house plan)
      else if (Dir = dirE) then // Direction east
        RightSideFree := RightSideFree AND CanBeRoad(X,Y)
      else if (Dir = dirW) then // Direction west
        LeftSideFree := LeftSideFree AND CanBeRoad(X,Y);
      if not (LeftSideFree AND RightSideFree) then
        Exit;
    end;
  